I’ve got my first 800pts finished and painted up and I’ve really been enjoying the games I’ve been having with them, especially the variety of units I can get on the table. I wanted to offer a look at what I’ve discovered about them.
Overall I’ve found the army very good but also fairly well balanced. So far nothing seems overcosted nor undercosted, although I know there is a debate about whether the ‘Master of Battle’ bonus should be on a 4+.
I also found that they never really felt outclassed, well except by Sauron, always able to meet challenges with at least one part of the force. This flexibility is what I love most about the force. Azog’s Legion is really a jack of all trades, but master of none.

Gundabad Orcs

The Gundabad orcs offer a solid backbone to your army. An average statline but a good defence brings them in line with most other armies ‘better than usual’ troops.
They won’t wow you on the table top but they’ll certainly do their part.
Pros
- Solid defence of 6 when equipped with shields. Great against elf bows and the like
- Ancient Enemies: Rerolling 1s to wound against dwarves and elves is amazing
- Cheap, reliable captains
- Strength 4
Cons
- Average fight value of 3
- Only source of banners for the army
- Low courage
Gundabad Beserkers

Solid linebreakers, but I think they really excel at flanking and outmaneuvering. Some middling stats stop them from being outstanding but this is reflected well in their cost and rules.
Pros
- 8″ move allows for flexibility and an increased threat range
- Ancient Enemies
- 6+ save against wounds
- High courage
Cons
- More reliable with support, which can lessen the movement advantages
- Fairly average stats
Goblin Mercenaries

Offering a nice tactical choice with their ‘Mercenary Ambush’ special rule, which allows them to show up within a terrain peice from turn 2 onwards they do however feel a little expensive. The captain racks up at the same points as the Gundabad orcs equivalent meaning paying for the ability even if you don’t use it. Still a nice cheap addition to an army and you do get a lot of joy when they manage to kill things.
Pros
- ‘Mercenary Ambush’ ability
- Very cheap
- ‘Chittering Horde’ allows them to support one another
Cons
- ‘Mercenary Ambush’ comes at a cost
- Mediocre stats, it is still a goblin after all
Troll Brute

I love this guy. The brute causes a s10 hit on every model it touches during movement. If the model dies he can keep moving. And squashing. That is until he fails to wound and charges the survivor.
The first few games I failed miserably, forever rolling 1s and 2s and squishing nothing, but once he gets rolling he can make a mess of enemy lines. Just watch out for wizards. Compel and Command cast on him at the wrong time can have him walking over your own force!
Pros
- Excellent squashing abilities
- Terror and Fearless
- Access to Brutal Power Attacks, especially Barge
- 4 wounds
Cons
- Relatively low defence
- Susceptible to spellcasters
- Low Fight
Gundabad Ogres

The ogres are a weird addition to the force, offering a brutal but easily overwhelmed linebreaker. Much like the Beserkers they have an 8″ move, making them unusually speedy. The ‘Relentless Advance’ rule adds even more flexability. They can charge through thier own troops, orcs, goblins and warbats. Theres a good chance it will kill them, but getting the ogre into a key combat can be worth it.
Backed up by some solid stats and a relatively cheap cost I would highly recommend adding them into your force.
Pros
- 8″ movement
- Solid stat line. 3 wounds, 3 attacks, fight 5.
- Brutal Power Attacks
- ‘Relentless Advance’
Cons
- Low defence
- Easily swarmed
Azog the Despoiler

Azog is a beast, an absolute beast! He has an outstanding stat line, alongside some brutal special rules meaning he is quite easily one of the best combat based characters in the game. On the White Warg he is a force to be reckoned with. Being able to share their store of Might, Will and Fate they have access to an impressive 6, 4 and 2. This combined with the army special rule, giving Azog ‘Master of Battle’, tools him up to deal with a good amount of the major threats coming your way.
Whilst he’s impressive wielded as a hammer, smashing aside rank and file, I reckon he should be your scalpel. Direct him towards any mid level character and he will end them in short order. Even some of the more prominent characters will fear Azog charging down on them if he has a good amount of Might left.
I should also point out I haven’t used the flail yet so haven’t factored that in.
Pros
- Wounds heroes on a 3+
- Might out the wazoo
- Movement and charge bonus of the warg
- 12″ Standfast that affects other orc heroes. With the right positioning you can cause a ripple through your force once broken that keeps everbody in the fight. Considering the low average courage across the army this is a huge boon.
- Master of Battle. I can do what you can do better.
Cons
- Aim for the warg
- Susceptible to magic
- Low Fate
- Struggles against well armoured infantry
Bolg, War bats, Troll Catapults and Gundabad Trolls
The only ones that I haven’t played with as yet. The war bats and the catapult because there are no models yet and I’d rather wait for official ones. The trolls and Bolg because I haven’t picked them up…..yet.
And that’s my thoughts so far on Azog’s Legion, but I will be looking to get reinforcements as well as some allies in the very near future. More on that soon. In the meantime let me know what you think and if I missed anything.
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