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Kings of War/Tactics/Orcs
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===Infantry=== *'''Ax:''' Your basic Orc unit. Not the hardest hitting unit you can field, but they have a base defence of 5+. This should be the unit you judge other infantry in the army off of. That being said,<strike> you probably don't want to be fielding them that often compared to their more specialized brethren.</strike> These guys are anvils, not cheap but effective for their cost. Their defense means they'll shrug off most ranged weaponry, and can deal with their general equivalents in other lists. They might not be the best at being orcy, but that doesn't mean they're not orcs. *'''Youngax:''' For reducing defence to 4+, you can save 15 points compared to the Ax unit with these lads. Youngax have replaced Ax in a lot of lists for a cheap unlocker, but the step down in defence is noticeable if you're using them to anchor your line. *'''Greatax:''' They lose a point of defence from an Ax unit, but gain Me 3+ and Crushing Strength (2) for a marginal rise in cost. This gives them immensely more killing potential with only a small decrease in defensive capabilities. They are almost always a better choice then a regular Ax. It's a travesty they aren't named 'Bigax'. *'''Morax:''' A phenomenal unit when used well. Take a couple of Troops for buckets of CS1 attacks. Orcs can struggle against MSU if you get too elite (as shooting options are limited) and these are a great way to deal with chaff et. al. *'''Orclings:''' Cheapish swarms of little orcs, they don't unlock other units, and won't control objectives, but are more cost efficient for just flooding the board with bases to block movement. *'''Skulks:''' A small Vanguard unit with bows. Not very good and not very effective, but it is your only access to ranged attacks outside of spells in the army. Bring them only if you are facing an opponent you really need ranged on, otherwise don't bother.
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