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The Book of Ornak

dnutt99

Well-known member
The Book of Ornak
Crest of the Valkyrie - Utgar's Flagbearer​

ornak_102932_original.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: ³GERRRAAAAH!!² The guttural battle cry of the mighty Ornak rumbles in the chests of the warrior gruts that envelop him. Jutting up from the frenzied mass of feral orcs is the crimson banner of Utgar, bearing the tattered scars of a thousand battles. It is a beacon of Utgar¹s power, rallying his champions to ever greater feats in battle.

As the orc gruts charge across the desolate terrain to meet their rivals, the mighty dragon Mimring spots the Red Flag of Fury and swoops down low over the heads of Ornak and his horde. The beating of Mimring¹s immense wings wash over the gruts in great gusts of wind, wind that is followed by an intense heat as the beast burns a swath of destruction through the enemies ahead.
(Hasbro)

_________________________________________________________________
-Rulings and Clarifications-
  • - ORC BATTLE CRY AURA : How Many Dice
    How many dice do I roll when using Orc Battle Cry Aura
    You should roll the normal number of attack dice plus any enhancements from auras, height, and glyphs. Instead of using regular attack dice, use Ornak’s valkyrie dice. (dnutt99)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - BLADE GRUTS / HEAVY GRUTS : Orc Champion Bonding
    As an Orc champion, Ornak may benefit from Blade Gruts and Heavy Gruts ORC CHAMPION BONDING activation bonus.

    - NERAK THE GLACIAN SWOG RIDER : Orc Defensive Aura 1
    As an Orc, Ornak may benefit from Nerak the Glacian Swog Rider’s ORC DEFENSIVE AURA - 1 defense bonus.

Synergy Benefits Offered
C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-

  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking and Master Index
MKSentinel said:
Power Ranking

Ornak- Potentially effective in massive point games, Ornak just doesn’t work at the point norm today. C+

Ornak
Utgar Symbols and Bonus to Attack? http://heroscapers.com/community/showthread.php?t=6468
General Assessment? http://heroscapers.com/community/showthread.php?t=3653

Unit Strategy Review
 
Last edited by a moderator:
How about this one?

Ornak (100)
Brunak (110)
Kee-Mo-Shee (130)
Blade Gruts (40)

TOTAL: 380

A turn with Ornak activating Brunak and Kee, plus 2 more turns of Kee should be devastating. Use the blades to clean up.

For a 500-pt army, add 3 more squads of Blade Gruts, and use a giant horde sweep for cleanup.
 
LtBardolph said:
How about this one?

Ornak (100)
Brunak (110)
Kee-Mo-Shee (130)
Blade Gruts (40)

TOTAL: 380

A turn with Ornak activating Brunak and Kee, plus 2 more turns of Kee should be devastating. Use the blades to clean up.

For a 500-pt army, add 3 more squads of Blade Gruts, and use a giant horde sweep for cleanup.
Or for 500 pts you could swap out 4x Blade Gruts for 2 squads of Heavy Gruts.
 
monkeyfish said:
Or for 500 pts you could swap out 4x Blade Gruts for 2 squads of Heavy Gruts.
Sure. And you'd still have 40 points left over for 1 squad of blades.
 
GForce3062 said:
Doesn't this army need range? ^

I would probably add range but you might not need it on a smaller battlefield. On the very first turn KMS will have moved 12 spaces. By the end of the first round she will have moved 24 spaces. If your opponent hasn't put anything in her way she could be in his starting zone causing all kinds of havoc.

But personally I would have to throw in some Arrow Gruts since they have Beast bonding and Brunak is a Beast.
 
What's even more fun, if a bit less practical is:

FEAR THE D-20!!!

Ornak - 1
Kee-mo-shi - 1
Runa - 1
Roborats - to taste.

First have the roborats run out to annoy and grab glyphs. Then place all order subsequent markers on Ornak. Depending on the size of the map, either have Ornak advance or immediatly take turns with Kee-mo-shi and Runa. Watch as the enemy falls to the vicious rolls of your D-20! :twisted:
 
Dictatorbilbo said:
What's even more fun, if a bit less practical is:

FEAR THE D-20!!!

Ornak - 1
Kee-mo-shi - 1
Runa - 1
Roborats - to taste.

First have the roborats run out to annoy and grab glyphs. Then place all order subsequent markers on Ornak. Depending on the size of the map, either have Ornak advance or immediatly take turns with Kee-mo-shi and Runa. Watch as the enemy falls to the vicious rolls of your D-20! :twisted:

Ornak's ability only works during the first Turn of a Round...
 
Heres one for you guys,

Ornak 100
Heavy Gruts 70
Tornak 100
Marcu 20
Isamu 10
Mimring 150
Marro Warriors 50

total 500

Good variety of heroes for different roles as well as some serious buffing to your Gruts with a plus 1 attack and defense AND utgar valkyrie dice to up there damage chances.

If you dont like Marcu you can even sub him and Tornak for the 120 point Grimnak instead.
 
Zealot said:
Heres one for you guys,

Ornak 100
Heavy Gruts 70
Tornak 100
Marcu 20
Isamu 10
Mimring 150
Marro Warriors 50

total 500

Good variety of heroes for different roles as well as some serious buffing to your Gruts with a plus 1 attack and defense AND utgar valkyrie dice to up there damage chances.

If you dont like Marcu you can even sub him and Tornak for the 120 point Grimnak instead.
I'd probably do that. "Chompy Chompy". Plus you could swap the marro warriors for some blade gruts.
 
I have a question about Ornak's Red Flag of Fury Aura. It says it can only be used if order marker 1 is placed on it. What if I took a turn with him on turn one, and then on turn 2 I used the blade gruts. Could I choose Ornak as my Orc champion of choice and then re-use his Red Flag of Fury Aura again because order marker one is still on it?

If that made any sense to anyone... help me out please. :)
 
loserguy said:
I have a question about Ornak's Red Flag of Fury Aura. It says it can only be used if order marker 1 is placed on it. What if I took a turn with him on turn one, and then on turn 2 I used the blade gruts. Could I choose Ornak as my Orc champion of choice and then re-use his Red Flag of Fury Aura again because order marker one is still on it?

If that made any sense to anyone... help me out please. :)

Nope you can't do that. It says "instead of taking THAT TURN with him..." That turn, referring to the turn granted by Order Marker 1.
 
Thanks, Nether. I just wanted some clarification because if that was possible, it would be pretty awesome. Turn 1 with Ornak and move Cyprien and Grimnak (or whatever). Turn 2 with Blade Gruts, go to Ornak, move both heroes again, then move Gruts. Repeat turn 2 for turn 3. Whoa. Two chomps without wasting an order marker would be pretty sweet though. Add 2 more sets of Blade Gruts and that would be a pretty sweet 500 pt army. Dang, now I really wish that it was possible
 
Heres an army with orcs and some range.

Ornak-100
Grimnak-220
Heavy Gruts-290
Zetians-360
DW9K-500

Ornak can still have Grimnak and DW9K move first. Then use the bonding by the heavies to move grimank up and fill his belly. DW9K can supply range. The Zettians can be backup or glyph grabbers if needed.

DeadEye
 
DeadEye said:
Heres an army with orcs and some range.

Ornak-100
Grimnak-220
Heavy Gruts-290
Zetians-360
DW9K-500

I actually think that the Deathwalkers are a natural fit for Ornak, being ranged heroes that follow Utgar. Also, the appearance of Marcu Esenwein with Wave 7 really adds value to Ornak, since the Red Flag of Fury ability bypasses Marcu's Eternal Hatred.

I've had some success with the following army:

100 Ornak
120 Grimnak
020 Marcu Esenwein
140 Deathwalker 9000
120 Blade Gruts x3

500 TOTAL
 
For those with good experience using Ornak, how hard is it to keep this guy alive?

Weak defense and low life may make him an easy target to a ranged rush... And if moving him up to the frontline with his complimentary guard of heavy gruts, it just doesn't seem that he would live long enough to really give his orc warriors many opportunities to use the Orc Battle Cry Aura.

Obviously, Ornak should try to "lead from behind" as much as possible, and hopefully the 1st turn / 2 hero activations can assist in keeping hostile figs at a safe distance from Ornak himself, but since he needs to stay within 8 spaces of those heroes for the next turn 1 activation, he has to necessarily place himself in harm's way.

I recently picked this guy up and am looking forward to seeing what he can do, but any helpful tips on how to most effectively use him and keep him alive would be appreciated from those experienced in playing this guy!

Thanks much!

(FYI, we usually do 400 - 550 pt armies...)
 
Snotwalker 8000 said:
For those with good experience using Ornak, how hard is it to keep this guy alive?

Weak defense and low life may make him an easy target to a ranged rush... And if moving him up to the frontline with his complimentary guard of heavy gruts, it just doesn't seem that he would live long enough to really give his orc warriors many opportunities to use the Orc Battle Cry Aura.

Obviously, Ornak should try to "lead from behind" as much as possible, and hopefully the 1st turn / 2 hero activations can assist in keeping hostile figs at a safe distance from Ornak himself, but since he needs to stay within 8 spaces of those heroes for the next turn 1 activation, he has to necessarily place himself in harm's way.

I recently picked this guy up and am looking forward to seeing what he can do, but any helpful tips on how to most effectively use him and keep him alive would be appreciated from those experienced in playing this guy!

Thanks much!

(FYI, we usually do 400 - 550 pt armies...)

Activate brunak with Ornak. Brunak carries ornak.

with a squad of heavies using ornak as their champion you can kill alot.
 
This was mentioned in another thread, but what about using Ornak to take a turn with the Hive?

Here's what I have in mind:

Activate Ornak.
Take a turn with the Hive using Red Flag of Fury.
With the Hive's turn, activate the Drones, rolling an 18, and moving & attacking with 9 Drones.
Next, attack adjacent enemy unit with the Hive.
Roll 15 to Marro Rebirth a previously destroyed Common Marro Squad figure.

Next Red Flag of Fury Activation is Iskra.
Move Iskra, attack any adjacent units.
Roll 17 to Summon the Rechets of Bogdan.
Deploy Rechets.
Move and Attack with Rechets.

If my calculations are correct, that's 14 possible attacks in one turn.

I'm aware of the fact that the likes of DW8, Laglor, and the Vipers have the opportunities to have infinite attacks, but the variety of different attacks and abilities using Ornak makes this possibility unique.

I'm also aware that you need a lot of good D20 rolls.
 
fejkl said:
This was mentioned in another thread, but what about using Ornak to take a turn with the Hive?

Here's what I have in mind:

Activate Ornak.
Take a turn with the Hive using Red Flag of Fury.
With the Hive's turn, activate the Drones, rolling an 18, and moving & attacking with 9 Drones.
Next, attack adjacent enemy unit with the Hive.
Marro Rebirth a previously destroyed Common Marro Squad figure.

Next Red Flag of Fury Activation is Iskra.
Move Iskra, attack any adjacent units.
Roll 17 to Summon the Rechets of Bogdan.
Deploy Rechets.
Move and Attack with Rechets.

If my calculations are correct, that's 14 possible attacks in one turn.

I'm aware of the fact that the likes of DW8, Laglor, and the Vipers have the opportunities to have infinite attacks, but the variety of different attacks and abilities using Ornak makes this possibility unique.
Erm...
The Hive cannot use Hive Mind when activated by Ornak. Read it again. It says "After revealing an order marker...". Natch.
 
Bloody wrote:
fejkl wrote:
This was mentioned in another thread, but what about using Ornak to take a turn with the Hive?

Here's what I have in mind:

Activate Ornak.
Take a turn with the Hive using Red Flag of Fury.
With the Hive's turn, activate the Drones, rolling an 18, and moving & attacking with 9 Drones.
Next, attack adjacent enemy unit with the Hive.
Marro Rebirth a previously destroyed Common Marro Squad figure.

Next Red Flag of Fury Activation is Iskra.
Move Iskra, attack any adjacent units.
Roll 17 to Summon the Rechets of Bogdan.
Deploy Rechets.
Move and Attack with Rechets.

If my calculations are correct, that's 14 possible attacks in one turn.

I'm aware of the fact that the likes of DW8, Laglor, and the Vipers have the opportunities to have infinite attacks, but the variety of different attacks and abilities using Ornak makes this possibility unique.

Erm...
The Hive cannot use Hive Mind when activated by Ornak. Read it again. It says "After revealing an order marker...". Natch.

What sucks is that as I was closing the tab with the Marro Hive card, I noticed that. Ah, well. It was sure fun to think about.
 
Snotwalker 8000 said:
For those with good experience using Ornak, how hard is it to keep this guy alive?

Weak defense and low life may make him an easy target to a ranged rush... And if moving him up to the frontline with his complimentary guard of heavy gruts, it just doesn't seem that he would live long enough to really give his orc warriors many opportunities to use the Orc Battle Cry Aura.
Obviously, Ornak should try to "lead from behind" as much as possible, and hopefully the 1st turn / 2 hero activations can assist in keeping hostile figs at a safe distance from Ornak himself, but since he needs to stay within 8 spaces of those heroes for the next turn 1 activation, he has to necessarily place himself in harm's way.

I recently picked this guy up and am looking forward to seeing what he can do, but any helpful tips on how to most effectively use him and keep him alive would be appreciated from those experienced in playing this guy!

Thanks much!

(FYI, we usually do 400 - 550 pt armies...)

Yes but 4 or 5 attacks of ENHANCED 3 is pretty good. You can hide him and his "elite guard" (a squad of heavies) behind a ruin as ambush troops.
 
The Super Atheist said:
Snotwalker 8000 said:
For those with good experience using Ornak, how hard is it to keep this guy alive?

Weak defense and low life may make him an easy target to a ranged rush... And if moving him up to the frontline with his complimentary guard of heavy gruts, it just doesn't seem that he would live long enough to really give his orc warriors many opportunities to use the Orc Battle Cry Aura.
Obviously, Ornak should try to "lead from behind" as much as possible, and hopefully the 1st turn / 2 hero activations can assist in keeping hostile figs at a safe distance from Ornak himself, but since he needs to stay within 8 spaces of those heroes for the next turn 1 activation, he has to necessarily place himself in harm's way.

I recently picked this guy up and am looking forward to seeing what he can do, but any helpful tips on how to most effectively use him and keep him alive would be appreciated from those experienced in playing this guy!

Thanks much!

(FYI, we usually do 400 - 550 pt armies...)

Yes but 4 or 5 attacks of ENHANCED 3 is pretty good. You can hide him and his "elite guard" (a squad of heavies) behind a ruin as ambush troops.
I'm sorry, but the Orcs rely on getting to their opponent fast and hard, overwhelming them with a swarm. Do that ambush manuever, and you waste 170 points to have them stand somewhere, and that means your opponent has a FAR easier time killing the other 330 points of Orcs. Nerak would help that problem, but 3/4 of everyone here (myself included) don't have him.
 
Bloody the Marro Stinger said:
The Super Atheist said:
Snotwalker 8000 said:
For those with good experience using Ornak, how hard is it to keep this guy alive?

Weak defense and low life may make him an easy target to a ranged rush... And if moving him up to the frontline with his complimentary guard of heavy gruts, it just doesn't seem that he would live long enough to really give his orc warriors many opportunities to use the Orc Battle Cry Aura.
Obviously, Ornak should try to "lead from behind" as much as possible, and hopefully the 1st turn / 2 hero activations can assist in keeping hostile figs at a safe distance from Ornak himself, but since he needs to stay within 8 spaces of those heroes for the next turn 1 activation, he has to necessarily place himself in harm's way.

I recently picked this guy up and am looking forward to seeing what he can do, but any helpful tips on how to most effectively use him and keep him alive would be appreciated from those experienced in playing this guy!

Thanks much!

(FYI, we usually do 400 - 550 pt armies...)

Yes but 4 or 5 attacks of ENHANCED 3 is pretty good. You can hide him and his "elite guard" (a squad of heavies) behind a ruin as ambush troops.
I'm sorry, but the Orcs rely on getting to their opponent fast and hard, overwhelming them with a swarm. Do that ambush manuever, and you waste 170 points to have them stand somewhere, and that means your opponent has a FAR easier time killing the other 330 points of Orcs. Nerak would help that problem, but 3/4 of everyone here (myself included) don't have him.


I'd dissagree. If you only field heavies they don't hit as fast as a swarm of blades. What they lack in speed is made up for in attack and defence though. and I don't get how waiting to ambush something is a waste. It is the total opposite. If you are waiting to ambush you are usually hidden behind a wall, safe from attacks unless they decide to hit you first. I've killed Kaemon Awa (With Thorgrim's spirit) with an ambush with Ornak and 4 heavies in one turn.
It's devatating. That was definately not a morale booster for my friend.

and nerak has 8 move, right? what other orc squad has 8 move?

range usually has 3-ish attack. 3 defence is good for that.
 
The Super Atheist said:
Bloody the Marro Stinger said:
The Super Atheist said:
Snotwalker 8000 said:
For those with good experience using Ornak, how hard is it to keep this guy alive?

Weak defense and low life may make him an easy target to a ranged rush... And if moving him up to the frontline with his complimentary guard of heavy gruts, it just doesn't seem that he would live long enough to really give his orc warriors many opportunities to use the Orc Battle Cry Aura.
Obviously, Ornak should try to "lead from behind" as much as possible, and hopefully the 1st turn / 2 hero activations can assist in keeping hostile figs at a safe distance from Ornak himself, but since he needs to stay within 8 spaces of those heroes for the next turn 1 activation, he has to necessarily place himself in harm's way.

I recently picked this guy up and am looking forward to seeing what he can do, but any helpful tips on how to most effectively use him and keep him alive would be appreciated from those experienced in playing this guy!

Thanks much!

(FYI, we usually do 400 - 550 pt armies...)

Yes but 4 or 5 attacks of ENHANCED 3 is pretty good. You can hide him and his "elite guard" (a squad of heavies) behind a ruin as ambush troops.
I'm sorry, but the Orcs rely on getting to their opponent fast and hard, overwhelming them with a swarm. Do that ambush manuever, and you waste 170 points to have them stand somewhere, and that means your opponent has a FAR easier time killing the other 330 points of Orcs. Nerak would help that problem, but 3/4 of everyone here (myself included) don't have him.


I'd dissagree. If you only field heavies they don't hit as fast as a swarm of blades. What they lack in speed is made up for in attack and defence though. and I don't get how waiting to ambush something is a waste. It is the total opposite. If you are waiting to ambush you are usually hidden behind a wall, safe from attacks unless they decide to hit you first. I've killed Kaemon Awa (With Thorgrim's spirit) with an ambush with Ornak and 4 heavies in one turn.
It's devatating. That was definately not a morale booster for my friend.

and nerak has 8 move, right? what other orc squad has 8 move?

range usually has 3-ish attack. 3 defence is good for that.
I could think of a million better units for ambushing then the orcs are. Plus, if he just sent Kaemon Awa at you like a total imbecile would, then he needs to do something else. On the maps I play at, there's usually some place you can get the jump on your ambushers, but not from height. In that way, Kaemon could have killed the Heavies. Also, they have good defense, and even more so with Grimnak, so why not just march them? The opponent will be hard pressed to kill your orc swarm if you have Nerak and Grimnak supporting them and Heavies, as they'll have 5 defense each, with 4 attack. That means lots and lots of slaughter against the enemy if they are not prepared. Plus, if they leave Grimnak alive, he can chomp down on some ranged units to clear the way for more Heavies.
 
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