Part I:GW’s
Regiments of Renown units are seldom considered with any really interest by the Orc and Goblin (O&G) community… Hopefully, we can change this.
First off, you can find the RoR PDF file on the UK GW site, in the Warhammer section (or click
here). It’s an easy download; print it off and stick a copy inside the back cover of your codex. Be sure to print off the
“Cursed Company” PDF too (they’re a RoR unit as well).
What is a Regiment of Renown for Warhammer?… well basically, we’re discussing
mercenaries here. They fill a “rare” spot in your O&G army and can often add a unique flavor to your army – and possibly an edge, since your opponent may not be expecting them.
I think the biggest deterrence to using them for O&G is the fact they aren’t green. I’ll get to this topic in a bit in Part II – but first, let’s look at these units.
***Be sure to read the note on “
pikes” at the beginning of the larger PDF. They’re definitely something to take note of.
I’m going to be a little more loose-lipped than we normally are regarding stats and point costs, since this is free information and GW has made it available to everyone already. (No copyright infringement is intended… this is a review/discussion)---
On the list, there are only a few units you
cannot take in your O&G army. Those are:
1—Giants of Albion
2—Long Drong’s Slayer Pirates
3—Asarnil the Dragonlord
4—Birdmen of Catrazza
(This is pretty minor really)
---
Okay so let’s get our hands dirty! We’ll go down the list…
Vespero’s VendettaFor 125 pts you get 5 figures with 6+ saves and a couple average WS. You pay a lot for Verspero’s mask. They are cheap to add to at +10 pts each, which can dilute the cost of the mask a little. Their main benefit is gaining skirmishers that cause fear.
Overall: I found them a bit high priced and I think their agility may be wasted on the ground-pounding might of the greenskin waagghh. Not being particularly fast, and with the other duelists being pretty wimpy, I think you’d be better off spending some of these point on a more standard Rare choice. Vespero, himself, maybe something to look at for naval action.
Pirazzo’s Lost LegionPIKES and CROSSBOWS, and in the same regiment! How cool is this! For 160 points you get a 10 man regiment (w/ Standard Bearer and Musician). You get light armor too. Aside from better stats, Pirazzo isn’t anything impressive, but that’s okay… Pirazzo taught his men to take a charge like no other!
Overall: An interesting option for the O&G. They don’t outrun the rest of your army, and no one in they’re right mind will want to charge them – and pikes aren’t like spears, so charge away. Keep them between your big blocks and have some fun, just don’t let them get charged in the flank or rear.
Ricco’s Republican GuardMuch like Pirazzo’s Lost Legion, but without crossbows and with heavy armor… for 20 points more.
Overall: A slightly harder group than Pirazzo’s. You’ll have to weigh crossbows and light armor against having heavy armor and a slightly more expensive price for hire. This will depend a lot on the role you give them in you army.
Beorg Beartstruck and the Bearmen of UrsloThese guys come with a higher price tag than a giant: 255. At 8 pts a piece (for extras) there must be a catch, right? Well, you get a crazed werebear! That work for you? Each bearman is essentially slightly better than an ‘ard grot. Beorg on the otherhand wears no armor and has no weapons (using his claws). He’s got a good ward save though. The saving grace for this unit is the two rules that apply to it as a whole: frenzy and their magic banner.
Overall: This is an attrition unit. They’re setup to go for the charge, cause a lot of hits, and have an okay save. Their crux is in their average strength… This would be a good unit against low toughness troops, but I’d question their success against higher toughness and/or nice armor saves… you might need your horn blower for those.
Voland’s Venators Need some knights? This is about the best you’ll get for your greenskins. How does heavy armor, shield, and a barded warhorse sound? Oh, and don’t forget the 14” charge! You also get you’re standard bearer and musician in there too. Voland is pretty much on par with the rest of the Venators, aside from having the slightly higher stats that most of the RoR boss get – no magic stuff here.
Overall: Hey, like I said, if you want some knights... This is it. I think you’re paying a little more for Voland, but it might not kill ya.
The Alcatani FellowshipMore PIKES! If Ricco’s unit was at one end of the spectrum, Pirazzo’s unit would be between them and the Alcatani Fellowship. These guys are just like Pirazzo’s except you don’t get the crossbows and you take a goblin-like hit in your WS.
Overall: Go with Pirazzo’s. You’re going to want to add numbers to the unit either way, but the -1 point cost per man here isn’t going to be worth the hit to WS, given the strength of the hits.
Marksmen of MiraglianoRuglud’s got some competition! These guys have some crossbows too. Per person they are cheaper than the Armored Orcs too.
Overall: Go with Ruglud’s. You get Maggot’s banner and choppas for the same price. You pay a little more for the overall, fleshed-out regiment, but it’ll make a difference in combat resolution.
Al Muktar’s Desert DogsHere’s another chunk of points – 245 for 5 guys! On the other hand, at 13 points each, additional figures are seriously cheap. Al Muktar is a pretty good hero-class boss and Sheikh Shufti isn’t bad either. The magic banner has good potential as well, but no armor and just a shield makes them somewhat vulnerable.
Overall: By fleshing them out, you might consider them for a large unit of cavalry… maybe. The front rank is capable of seriously ripping stuff up against low-to-medium toughness. You could screen them with some wolf riders and wipe out warmachines really fast with these guys. If you do pursue that tactic, watch out for chukkas though.
I think the door is wide open for additional tactics with these guys. They’re a strong group, once given some more bodies.
Oglah Khan’s WolfboyzThese are you super-wolf-rider hybrids. Think fast cavalry wolfies with light armor. You also get a lot of gear with these guys.
Overall: You need to compare prices. Six of these guys will cost you more than 2x5 wolf rider units. If you’re considering these guys, I suggest looking more at flank charges in support of your regiments than warmachine hunting. Definitely fit in the O&G army without modifications.
Lumpin Croop’s Fighting Cocks90 points, eh – that’s cheap for a RoR unit. These guys are excellent, skirmishing archers. Just be warned, five charging wolf riders would probably roll them up in combat no problem.
Overall: Well, greenskins aren’t the best arrers. If you need some, these would be a good group to have… but it’ll cost you a rare slot. I’d flesh them out a bit and try hard to find a hill. I’m thinking they’d be pretty good at defending warmachines, given some numbers. They’re pretty cheap too (additional individuals). Stay out of close combat though.
Tichi Huichi’s RaidersSkinks on Cold Ones… hmmm.. They’ve got some good armor saves from scaly skin, shields, and being mounted on cold ones. And you can’t be rundown, which can make them great for hit and run tactics.
Overall: 250 points for 6 figures and 22 pts for each additional one… added to skink leadership and stupidity… not good. Cold-Blooded helps, but I don’t think you want these guys sitting in CC too long. I’d pass.
Leopold’s Leopard CompanyWhat, more pikemen? Yep! These guys are pretty stout too.
Overall: Leopold is a good RoR boss, without having magic items, but – aside from the immune to psychology rule – these guys aren’t much different than Pirazzo’s or the Fellowship (somewhere in between, but closer to Pirazzo’s group). If you know you’ll be facing an appropriate force, then I guess you could consider them, but for the extra points (50 pts base and 2-3 pts for each additional man), they’re out of reach for general (I’ll play anyone) use.
Golgfag’s OgresThis one needs some attention – as the “ogres vs. trolls” debate seems to be pretty commonplace these days. I think I can see why! Ogres trade ‘vomit’, ‘stupidity’, ‘regenerate’, and ‘river/stone’ and get rid of some points, gain a standard and a musician, and leadership. Did I say they’re less points?
Overall: If you’ve got the points (starting out you’ll be higher), I’d agree… go with ogres over trolls. They’ll do the job just fine and fit in the O&G army well too. The troll figs look great (and the Golgfag figs don’t, IMO), but with Ogre Kingdoms coming out soon… I think we’ll find better figs to use.
Bronzino’s Galloper GunsHere’s another interesting one…. But watch out! It’ll eat you’re rare choices up faster than a gobbo next to a horseroast. This RoR unit allows you to get cannons… not the powerful monster cannons of the empire (but close). Bronzino is a bit of a letdown (lack of flavor), but being able to spread your cannons out and use Bronzino as an independent hero (with leadership 8) to bolster another greenskin unit, is a plus in my book.
Overall: Like I said, they’ll consume your rare options like the plague. I don’t find Bronzino overpriced (rather reasonable, actually) and cannons are always welcome. The mobility of the group is outstanding (everything has M8, including the cannons!). I think their suited for larger armies, but I don’t think their horrible.
Braganza’s BesiegersMore competition for Ruglud’s boyz! This is the only unit in the game that is given the “pavise”… which make these guys interesting. My only question is “Why didn’t Lucio Braganza get a pavise?” He must be a “tuff guy.”
Overall: IMO, a variation on Ruglug’s armored orcs. These guys are tough as well… given that the pavise rules say nothing about the added benefits of heavy armor added to the pavise… hello 1+ armor save! Costs are about the same as Ruglud’s boyz too. What you need to determine on your own is how Maggot’s banner and animosity weigh out in comparison. Not a bad unit, IMO.
EDIT: After further researching this, after Kenshin brought it up. These guys have 3+ saves against shooting and 5+ in CC. The 1+ save is incorrect. I still think these guys are good though.
The Cursed CompanyWell… they’re undead… what can we say? They’ve got a good hero-level boss with a magic sword, magic gem, and good statline. They’ve got a nice banner, some armor, cause fear, and have some great fluffy special rules. …I guess that’s a lot! You also pay for it.
Overall: These guys are the most expensive (being outpriced only by the Giants of Albion). Richter is nothing to be ignored and should last a while. The skeletons are okay, but how do you feel about WS2? If you can see you’re way to making some dust goblins, then this isn’t a big step down the same road… and the combination of the two units could be really neat in an army.
Synopsis:
(Scale of
1 to
10; 1 being dust collectors and 10 being “I only get to buy one unit?!?”)
Vespero’s Vendetta 2 **good boss, duelist aren’t much, over-priced
Pirazzo’s Lost Legion 6 **good, general pikemen unit with a fun twist
Ricco’s Republican Guard 6 **tough pikemen unit
Bearmen of Urslo 4 **quantity over quality CC unit
Voland’s Venators 6 **knights
The Alcatani Fellowship 3 **go with Pirazzo’s unit
Marksmen of Miragliano 3 **go with Ruglud’s boyz
Al Muktar’s Desert Dogs 6 **good bosses, need to be fleshed out with numbers
Oglah Khan’s Wolfboyz 4 **super wolf riders… need tactics to justify higher cost
Lumpin Croop’s Fighting Cocks 6 **great archers, sub-gobbo CC, skirmishers
Tichi Huichi’s Raiders 2 **hit-n-run skink cavalry with stupidity
Leopold’s Leopard Company 3 **go with Pirazzo’s unit, unless facing fear/terror
Golgfag’s Ogres 7 **if you have the pts, better than trolls, need better figs
Bronzino’s Galloper Guns 6 **good boss, cannons, can eat up rare choices quickly
Braganza’s Besiegers 7 **super-tough crossbows
The Cursed Company 6 **great boss and above-average undead troops, pricey
You can find Part II of this article
here, which deals with converting RoR units into greenskins.
Feel free to reply with comments about your own take on RoR units with relation to O&G armies below.