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===Army Composition=== You should be judiciously paying for standards, musicians, and characters to boost leadership. In order to lead your greenskins to victory, it is absolutely vital to have an inspiring presence on as many units as you can. To achieve this there are many types of army composition available to you: *'''Orc Warboss and BSB:''' Provides leadership 9 and rerolls, a strong default choice. The Warboss is a powerful combat character and his Waaagh ability is a fun bonus, albeit small and easy to forget. You can put him on a wyvern for a bigger leadership bubble but most competitive advice will discourage you from doing so, as it is just begging to get sniped on turn 1. The Warboss does a better job on the front line, sending challenges to enemy characters and providing combat resolution through sheer butchery. *'''Goblin Warboss with BSB and Banner of Discipline:''' An alternative to the Orc Warboss, this setup provides leadership 9 and rerolls for those who wish to stick to a goblin-only army. Generally, you want to put both the General and BSB in a bunker behind the fighting troops. This makes it harder for the opponent to assassinate either the general or BSB, who are vital in this case since goblins have low leadership by themselves. *'''Gorbad Ironclaw:''' A special character, this guy provides both leadership 10 and rerolls at the same time! Problem 1: he's a special character and they aren't always allowed. Problem 2: he's expensive as all fuck. Problem 3: he is a standard bearer and is therefore bound by the rules that normally affect standard-bearers. That means he cannot run, ever. A standard bearer is automatically removed from play when a unit breaks and the same goes for this guy, regardless of whether he is a legendary badass that just happens to have a flag on his back. All things considered, unless you absolutely want to field this character for a fluffy reason then you're better off with a separate Warboss and BSB. *'''Orc Great Shaman and BSB with Banner of Discipline:''' Provides leadership 9, rerolls and magic support all at the same time. This is a pretty interesting setup since unlike most wizards, this bad dude is T5 and can actually survive in combat. Equipped with Fencer's Blade and buffed by Fist of Gork, he can even dish out a lot of hurts. He can also be made to carry the Shrunken Head in a unit of Savage Orcs Big 'Uns, in which case he will also be protected by a 5+ ward save. As usual, the biggest danger of using a Wizard general is miscasting: if the shaman gets sucked into the warp on turn 1 then you can pretty much pack your things and go home. Regardless of what you choose, remember to stick with your army theme. Whether you want to use huge blocks of infantry, multiple small units, big scary monsters or swarms of cavalry, you don't want to end up with too many strategies on the field. If you're going to try something then you need to commit to it. An OnG army with no direction will fall apart quickly.
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