May the Whaagh be with you!
One more time it is time to talk about Greenskins. But this time, it is all about Savage Orcs. To be more precise, I want to be able to do a full run with nothing but Savage Orcs and a few other units that would fit that run like, in my opinion, Trolls, Giants and, to a degree, Spider Riders and I created this thread with that goal in mind.
Anyway, straight to topic.
The three most important differences from normal orcs to me are a lack of armor, higher speed and good physical resistance.
What do the Savage Orcs have?
1. One legendary lord and that is Wurzzag, the Great Green Prophet.
2. One line of buildings, ranging from T1 to T3 that can be build everywhere by Wurzzag.
3. Five units in total.
What do the Savage Orcs not have?
1. Another legendary lord
2. Generic lords and heroes
3. All of their possible units and building line going up to T5
4. Unique techs
5. Unique landmark buildings.
6. Unique Mechanic
I will go through every point of the later question separately.
Another Legendary Lord.
At the moment, there is only Wurzzag, a caster with great buffs to savage orcs. However one legendary lord means that you will always start at the same location and every single campaign will be more or less the same for the first 30 rounds until you do stuff like abandoning your starting position from the get go and go somewhere else. This gets tiresome! No matter how much fun the campaign is doing the same stuff gets boring.
Now the problem here is a clear lack of named characters. Besides Wurzzag himself I know only of one other savage orc, Warboss of the Blue Vipers, and this one got killed by Tiktak'to without even having a name. So, unless there is another possible candidate mentioned somewhere else entirely, there might be only two option: Number one, there will only be Wurzzag forever as sole legendary lord or number two, CA does another Direfin and creates a legendary lord from scratch. And that is something I would be totally fine with.
Generic lords and heroes
Savage Orcs have neither of it but they could have both. Right now this lack of generic lords and heroes is the biggest problem for an all out savage-run. It does simply not work wit an Orc Warboss and even less with Goblins of course. An ideal outcome of this would be a Savage Orc Warboss, Savage Orc Great Shaman, Savage Orc Big Boss and Savage Orc Shaman. And as much as I would like to have all them, I simply do not see this happening.
As the most likeliest outcome I consider the addition of only the Savage Orc Great Shaman, since Greenskins in general lack a generic orc caster lord. Catching two birds with one stone, so to speak and the basic goal, playing savage-only would still work.
However, my preferred outcome of this would be the addition of not only the Warboss but also the Big Boss. I would give both a boar as a mount and the Warboss a Wyvern afterwards. As far as weapons go, I think I would go, and I find many options likable in that case, with a Greatweapon for the Warboss and Dual Weapons for the Big Boss. And of course stats and skills to fit with Savage Orcs.
As far as the Savage Orc Shaman is concerned, I have to say that he would be a nice addition but not one I would miss.
However, should we indeed get Savage Orc Great Shaman and Savage Orc Warboss, than I would give each of them one or two unique skills like Warpaint for Giants to the Shaman or reduced recruitment turn times for Biguns to the Warboss.
All of their possible units and building line going up to T5.
As of now, there are only 5 units in total, all bound together in one building line, the Savage Orc Camp, which goes from T1 to T3. Wurzzag can build it everywhere and it is fine and all but it does not really fit with my personal goal for this thread. It is not enough, I would say and should be changed.
First, as it is now:
T1: Savage Orcs
T2: Savage Orc Arrer Boyz
T3: Savage Orc Biguns, Savage Orc Boar Boyz, Savage Orc Boar Boyz Biguns
And that is it. With T3 you can recruit the last three units. Ending it at T3 has certainly the advantage of being able to be build everywhere but this makes it also kind of pointless to be build in provincial capitals where it clearly lacks T4 and T5. Furthermore, right now, it allows only recruitment but has no other effects like increased recruitment ranks or reduced recruitment cost.
No to all the units I would like to see:
Savage Orcs with Shields and Savage Orc Boar Boyz with Shield because there will be a lot of ranged firepower on the way and I don't want every unit with either magical arrows or armor piercing bullets to have a field day shooting at my precious boyz. I don't want shields on every unit, because that would distract the playstyle too much but at least one or two units with shield should be done. Could be either locked behind tech or simply giving a missile resistance that is equal to having a small(bronze) shield in which case a entirely separate unit would be not needed of course.
Savage Orc Spear Boyz and Big Stabbas because the entire faction, not just the savage ones, lack spears! Something I do not get why anymore and I truly hope will be fixed with their rework. Savage Orc Spear Boyz would simply be Savage Orcs carrying one spear around. Big Stabbas are two Savage Orcs with one big spear and are the most known missing unit I think. To not overlap in their functionality, I would differ their goals: Spear Boyz for cavalry like Knights of the Realm, Cold One Riders, Imperial Knights and Big Stabbas, numbered like monstrous infantry, for the big guys like Dragons, Giants, Hellpit Abominations and so on.
Savage Orc Morboyz because they are part of Age of Sigmar.
Okay, no, because every time I hear the word “Morboyz” I think about Savage Orc Biguns with Greatweapons and magic damage and I really, really like that idea. Maybe that is just me, though and I am not sure if CA could even use stuff of AoS.
Feral Wyvern is something I personally really like but I can also see the problems of others who are not wanting it. That said I would think this would fit Savage Orcs more then normal ones. Besides, there is this cute little Wyvern always flying over Ekrund. That has to be put to use somehow.
Rogue Idol of Gork and Mork because it just fits so well with Wurzzag being the “Great Green Prophet” and the model itself looks very fitting for an army of Savage Orcs I say. A slower, more defensive and less offensive version of a giant with a buffing aura is a way I could see them.
Second, as I would like to see it changed including new units and other effects:
T1: Savage Orcs, Savage Orcs with Shield
T2: Savage Orc Arrer Boyz, Savage Orc Spear Boyz
T3: Savage Orc Biguns, Savage Orc Boar Boyz, Savage Orc Boar Boyz with Shield, Savage Orc Big Boss / +1 recruitment capacity province-wide, +1 experience for recruits of Savage Orc Camp building line T1 and T2
T4: Savage Orc Boar Boyz Biguns, Big Stabbas, Savage Orc Morboyz / +2 recruitment capacity province-wide, +2 experience for recruits of Savage Orc Camp building line T1 and T2, +1 experience for recruits of Savage Orc Camp building line T3, +1 recruitment capacity for Big Boss
T5: Feral Wyvern, Rogue Idol of Gork and Mork / +3 recruitment capacity province-wide, +3 experience for recruits of Savage Orc Camp building line T1 and T2, +2 experience for recruits of Savage Orc Camp building line T3, +1 experience for recruits of Savage Orc Camp building line T4, +2 recruitment capacity for Big Boss, 2 Savage Orc Morboyz as Garrison.
As you can see, the additional effects are mostly about recruitment capacity and bonus experience since the Savage Orc Camp will be the main building line of the recruitment department. I was also thinking about a recruitment cost reduction but Wurzzag does this already very good and more seemed too much for me. Was also thinking about including a replenishment bonus
Savage Orcs are, at least with the coast_beta, affected by the tech tree. No idea on how long has this been the case because it has been a very long time since I played with them but I clearly remember a time when this was not the case.
Anyway, very thankful for that, as this renders the tech tree not entirely pointless for them. However, only a few techs there are of actual use. More clearly, only the ones like “for all bow units” or “for all orc units”. And there are a lot of techs on the way who are simply useless for the savage boyz like every tech concerning chariots or artillery.
For that reason I would like to see a few techs only useful for Savage Orcs. A small group standing on its own and within that group every tech standing on its own as well. No need for a building to unlock but having insane high research times, like 15 or 20 turns per research, instead.
For the tech themselves, I have come up with following(and the names are just for the sake of naming):
Better Painting: Bonus on physical resistance of Warpaint and adding a small amount of magical resistance.
Shield: As already mentioned above, this could either unlock Savage Orcs with Shield and Savage Orc Boar Boyz with Shield or give both units a missile resistance. Not sure what I prefer.
Warchant: Bonus on Leadership for Savage Orcs.
Berserking Frenzy: Bonus on speed as long as frenzy is active.
Four is not much, I agree but Savage Orcs should not have much tech anyway and they can use the normal tech tree as well.
Unique landmark buildings
GS lack landmark buildings who are only for them, not counting a GS-version of landmarks usable be other factions as well. Even then, the Crooked Moon Tribe has one in Karak Eight Peaks but the Bloody Handz has none and this is terrible. They should also have at least one landmark building and I would really like to see it at Erkund, since this is Wurzzag starting position. I have tried to come up with something based on this fact and what I could find about Ekrund in general:
Dragonback Mines: Additional income and bonus on income from settlements province-wide.
For GS and Dwarfs and based on what I could find about Erkund in general. Or just give it a normal mine with gold or gemstones instead.
Wurzzags Home: Bonus on starting winds of magic for all armies faction-wide, bonus on experience for recruited shaman lord and heroes province-wide, bonus on public order province-wide and bonus for replenishment province-wide. Decreased starting winds of magic for enemy-armies faction-wide, malus on leadership for enemy-armies province-wide.
For Bloody Handz only.
Yes, this is something I would like to see for Savage Orcs as well. However, I mean it in a way for something that normal GS do not have. This could be a confederation mechanic like Norsca has it but this fits well with GS too and might come with their rework. I could also see a hybrid like Vampire Coast working.
But, looking at Wurzzag titled as the Great Green Prophet, I prefer another mechanic of Norsca and that would be Allegiance to the Gods. It would only work in a more simpler way, since there is only Gork and Mork and not four different gods. You could still build shrines in favor of Gork and Mork but there would be five levels instead of three. As for the effects themselves, it would only have one or two at first level and with only a small effect but increasing with every new level and also adding more effects to the already existing ones with every new level. Could work like this:
L1: Leadership and replenishment
L2: Campaign movement range and Weapon Strength
L3: Experience per turn
L4: Recruitment and upkeep cost reduction
For my last words, I really hope that at least something of all that will make it in one way or another. Preferable with the rework of GS but I would not mind paying for a DLC for all of it.