Board Thread:Lore Discussion/@comment-108.243.170.212-20140223152728/@comment-26514331-20150702071111

Found this INCREDIBLY helpful. I think I may do the stealth route, that sounds fun and quick. And while it may be totally counter intuitive, an orc thief may actually get an advangtage because berserker rage plus bow sneak attack perk would make for an awfully hard hit, although if I wanted to be totally non-lethal, I would make archery a last resort. As for a the battle-cry essentially resetting combat and letting you survive, it makes total sense, but i gotta say I never really came face to face with anything I couldnt kill in three hits, or surrounded by anything I couldn't kill on one hit. So as far as that special ability it doesn't seem that useful on a tank build. What you said about the mage build made perfect sense. Definitely not my taste. Though interestingly enough I met a guy who said he made a "steamroller" mage build that was only fire spell and max destruction magic, HP and Magicka, with light armor, and they would just equip the spell in both hands and kill every living thing in their way. Seemed to work pretty well, but I feel like a lone archer could fuck that guy up good. Again, thanks for the input.

As to the overall post, one on one? Lore based? Orc emerges with Nord blood on his lips and the remains of the Nord throat in his teeth, but not without some dented armor. Actual game mechanics? Battle cry wins. End of story, mostly. Lore based, armies of each? Ehhhhh, quite a toss up really. Individual soldier strength has always been important, but numbers count for something too. If I had to I would say in a pitched battle, Nords win because they would probably outnumber the Orcs, and of the races of Tamriel, Orcs seem to know the least about the meaning of the word "teamwork" and fight as individuals, which falls to even basic regiment tactics, even if the regiment is made up of individually inferior soldiers. (See the reason the roman legion or greek phalanx worked so damn well.)