Had my mixed force of Numenorians, Uruks and Orcs beaten up by Gary's stunties the other day. That was wholly unnacceptable, and I realized that my force was just not Orcy enough! (Also, I just threw it together at the last minute.) So, here's the real Orcish deal, an army worthy of Mordor (although it is my experience that they have pretty low standards,) an army that would make Gothmog get up and dance (if he could,) something I call the "veiled fist!"
1st Warband:
5 Morannon Orcs with shields in the front rank
Khardush the Firecaller and 3 Orcs with spears in the second rank
4 Warg Riders with bows in the third rank
It's a fearless, tough unit that can fight decently in HtH, move 5" and still shoot, and throw fireballs. Warg Riders are much better than Orc archers for movement and fighting, and their mount lets them shoot over the head of the Orcs in front, while being protected from return fire by those same Orcs. It lacks a fighting hero, but with heavy armor and Fury, the front rank should be able to hold off an enemy hero long enough for Khardish to blast him with a Flameburst (dice gods willing.) It goes down on the table first, because it is a solid combined-arms warband that could cope with an early-game attack from my opponent of melee, movement or shooting.
2nd Warband (center Warband):
Depending on the terrain and scenario, I will now put the center warband to the left or right of the 1st warband. Now, I'm just going full-crazy, even though they say I should never go full-crazy.
5 Morannon Orcs with shields in the first rank
2 Orcs with spears and two Orcs with bows in the second rank.
2 Warg Riders with bows and one Warg Rider with a banner in the third rank. A banner is useful for winning fights, which helps keep Orcs alive, and being on a warg means it can move to where it needs to go, quickly, and has a larger radius of effect.
The Shadowlord on Fell Beast in the fourth rank. Suddenly, trying to outshoot the Orcs just got a lot more problematic. The Fell Beast also gives the SL great LoS for spellcasting and much bigger radii of effects for Pall of Darkness and Harbinger of Evil. The plan is to fire some arrows, get the enemy tied up in melee, and then have the SL swoop in on one of the flanks and start rolling it up. And, if the SL starts running low on Will, and it looks like we are winning anyhow, then poor Khardush might meet with an "accident."
3rd Warband goes down last. I'm almost out of points here, and I have already put down the cool stuff, so the 3rd Warband is just a bunch of warm Orc bodies that can hold a line or be recycled into fireballs as needed.
4 Orcs with shields and one Orc Captain with shield in the first rank
2 Orcs with spears and four Orcs with bows in the second rank
2 Warg Riders with shields in the third rank
39 Models and 599 points
Gotta love the cheap Orc troops, especially as Fury and Pall of Darkness compensate for their two biggest weaknesses: low courage and mediocre armor. I can get a named Ringwraith on Fell Beast and banner and cavalry and still get a full 39 models. True, Orcs are mediocre fighters, but with enough bodies and enough armor and Fury saves, they can grind through anything. The one thing that Orcs won't do well against is tricksy Elfses-types that will want to run away and shoot, and hopefully my focus on mobility and Pall of Darkness will make that strategy problematic.
So, I've got some armor, some high-strength models, plenty of numbers, some shooting, good protections against shooting, a decent amount of mobility and a few trickses with magic. It's got a good combined-arms approach that should give it a good chance against any opponent in any scenario, unless they are REALLY tricksey, and I call it the "Veiled Fist" because the Pall of Darkness is a veil, and like the fist is like, an Orc fist, you know, like "Rawar! The iron fist of the Orc!"

Thoughts?