Hello! First off I'd like to say that I have been thoroughly enjoying GF: Arena and I think the game is great, it's fun and I am looking forward to Season 2 and the next 3 factions!
With that, I do have a question about the Orc Marauder faction. After several games now of playing with them against the Battle Brothers, both me and my friend just kind of run into a thing we keep asking ourselves - Why are the two must-take units (besides your Warlord) Shooters? Their shooting ability is mediocre, the faction has zero upgrades or tactics that benefit ranged weapons in any way, and it's not like Orcs are known for being particularly good shots...so why are they shooters, and not two slugga boys?
I am genuinely curious as to what the development process was that landed on that build for the faction and would love to hear what the reasoning behind it was.
So, after some more games, I ran into some questions that i can not find solid answers to. 1. when scoring your secret objective at the end of a round, it says you get 1 point if you have a unit on it, and 2 points if you have units on all objectives. Does this mean that you get 2 points if you have all objectives, or 3? The "and" in the rules is very confusing, as it's not an "and then", but it's also not an "or", thus leading to ambiguity in the rule. 2. There are several tactics, not just with the Orc Marauders, but others as well, that say a unit can or must make a move/charge. Now, the question is - how does that relate to the rule that a unit can take a Move/Charge action only once per round? Do these tactics let you circumvent that? If so, does this mean that if a unit has charged on one activation, one can use a tactic to let it charge/move again in that same around, before doing whatever other action it's going to do?
Thank you for the answers. That does mean that it kind of doesn't make much sense to use those tactics then, because if a unit can only charge/move once per turn...then it can just charge/move, there's no point in using a tactic to do it.
I am thinking of stuff like the Orc's tactic Chop Attack, or the Battle Brothers' Combat Doctrine. While both of them do offer a minor buff to the action, it just feels odd that this is all the tactic actually has going for it, as it still eats up your move/charge. (I am not counting something like Righteous Strike, since +2 damage is an actual serious buff to an attack).
Now, part of why these tactics feel like they don't do much has nothing to do with the tactics themselves, and more the composition of the forces. Ignoring enemy models from Combat Doctrine is only rarely useful, as from my experience in the game so far, it's quite rare for models to actually mob up into huge melees, what with only 4 activations per side and also successful attacks being able to move models away. The Chop Attack tactic similarly only adds +1 strength to a melee attack, which for the warlord is usually irrelevant, for the Boss only matters if you're against Battle Brothers with their innate 3 Defense, and sure, I guess it makes all of the ranged units able to hit Def 2 enemies from the Alien Hives, but with shooting not having a melee restriction, there's just no reason to ever use those melee attacks.
And I just want to make it clear - I am not saying the game doesn't work or anything, it's a really good game and it's loads of fun to play, but it just feels like it needs some fine tuning here and there, which...I mean, what game doesn't?
I understand what you mean, and I think that the game definitely needs a lot of fine tuning. We're actually going to be testing a revised version of the core systems in the near future, and if that goes to plan, then all of the armies will be re-designed (to a certain extent). This doesn't mean that the orcs will suddenly have different models, but instead we will try to make the tactics/upgrades that are available to them make more sense given their composition.