Editing
Warhammer Army Project/Orcs & Goblins
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== ===Lords & Heroes=== ====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named as wholes from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. ======Orcs====== <tabs> <tab name="Orc"> *'''[[Gordrakk]]:''' (Orc) 500. the Grimgor from [[AOS]]. Ride on a Mawcrusher, his presents grants 12" Devastating Charge to all units (+1 attack charge with a massive aura). Special two-handed weapons that Reroll hit & Multiple Wounds (D3) against Wizards and Reroll hit wounds & KB against non-wizard Characters. *'''[[Azhag the Slaughterer]]:''' (Orc) At well over 460 points, this is the ultimate point sink for your army. This one model and his wyvern will consume your entire Lord slot in even very large games and probably will never be a realistic unit to the field. That said, he is possibly the biggest bad-ass in the army. He basically makes your units within his range immune to Animosity, has a pair of magic weapons that get re-rolls in cc, 4+/5++, and a crown that makes him a level 2 lore of death wizard (and unfortunately gives him stupidity, but the advantages seem to outweigh this little issue). Additionally, he, of course, rides his mighty wyvern, Skullmuncha, who shares a similarly insane statline with Azhag, has poisoned attacks, and gets a 4+ Natural Armour. Unfortunately, you'll probably never actually get to use this sexy green beast. *'''[[Gorbad Ironclaw]]:''' (Orc) 335pts. The named Boar-Boss for the army and Fantasy equivalent of [[Ghazghkull Mag Uruk Thraka]], Gorbad has some seriously awesome gear and rules. He carries a huge choppa that Always Strikes First, inflicts d3 multiple wounds, and ignores armor, and his stat-line ensures that he won't be going away anytime soon. The real reason you'll be taking Ironclaw is for his strategic bonuses: he can help any unit within 18" with their animosity rolls should they fail and grants Hold Your Ground! and Inspiring Presence to all units in that range as well. He also counts as both your general AND battle standard bearer, which is both a bonus and a curse. On top of all this, your normal limit on the big 'uns upgrade is now available to as many orc boys and boar boy units as you can field with it. His only disadvantage is his complete lack of ward saves. His being both the general and the BSB is sometimes terrible. If he breaks from combat, he automatically dies because the BSB stands his ground defending the banner and is killed. Definitely not worth it at all as a fighter general. However, Gorbad comes into his own as a "Leadership Bunker." Put him in a wolf riders unit, and you can use his huge leadership bubble and animosity table bonus to stabilize your army. *'''[[Grumlok and Gazbag|Grumlok & Gazbag]]:''' (Orc) 335. An Ork Warboss with a Night Goblin Shaman riding on his back. Grumlok will get S9 on the first combat round and S8 after, while Gazbag gets +1 to cast his lv2 da Bad Moon spells. It is a means to let a unit Orcs benefit from the protection of Night Shroud. *'''[[Gorfang Rotgut]]:''' (Orc) 190pts. Warboss of Black Crag and archenemy of Dwarf kind. He's got a hate-on for the stunties, he's got a 3+ save with magic resist 2, and his weapon gives +! to hit and an extra attack. </tab> <tab name="Black Orc"> *'''[[Grimgor Ironhide]]:''' (Black Orc) 320pts. 25pts cheaper than 8e and gets a Magic Resistance (1) Talisman for his trouble. He still must take a Black Orcs unit as his retinue and gives them all +1 WS and hatred (everyone!), sadly he cannot leave that unit, and nobody else can join them. As the army's ultimate close-combat monster, he has 1+/5++, a positively nightmarish stat-line, and essentially s7 weapon (s8 in the first turn)... and on top of it all, Always Strikes First! Grimgor, quite frankly, will absolutely kill anything if you get him to cc and will take an insane amount of punishment from ranged attacks on the way there. The bad: With both Grimgor and the black orcs having to be joined, it's a huge pile of eggs in a single basket, especially since he is the mandatory general of your army. However, you would still put him in bigass horde even if this was not mandatory.<br/> ** Hint for fun: give the unit standard bearer Banner of Eternal Flame so the unit will be especially killy against those Regenerating things. When something with Dragonbane Gem or Dragonhelm wants to interfere, just bash him with Grimgor as his magic attacks are still non-flammable. *'''[[Morglum Necksnapper]]:''' (Black Orc) 260pts. Another Black Orc on a boar that's the mandatory general. This guy's got dual weapons that double the number of hits dealt if the hit roll is higher than the opposed WS. He also has a 4+/4++ save that doubles all damage dealt if he rolls a 1 on his ward. *'''[[Borgut Facebeater]]:''' (Black Orc) 185pts. Grimgor's second in command. Like the big guy, Borgut has to join a mob of big'uns and can upgrade one extra mob into them than normally permitted. However, he's never allowed more than 6" away from Grimgor, which can make for a huge target for the enemy. He's just ad ded'ard with a re-rollable 1+ save and a 6++ parry from dual-wielding, while these weapons add +1 to his strength. However, his biggest trick comes in challenges: just before one starts, he can make a free attack. If this attack wounds, it forces the enemy into ASL with -5 WS, crippling the coming round. *'''[[Badruk 'Eadsplitta]]:''' (Black Orc) 150pts. Scourge of Karak Norn. He's a Black Orc boss who can trigger KB on a 5+ to wound and a single-use item that negates all attacks for a turn. </tab> <tab name="Savage Orc"> *'''[[Wurrzag]], Da Great Green Prophet:''' (Savage Orc) Another 330 point lord, Wurrzag is the ultimate choice for anyone centering their O&G army around Shamans. This mean, green, son of a bitch puts out an absolutely retarded amount of magical power since he has a magic item that allows him to store any unused power dice for a turn, a bound spell in his mask, a 5++, and a staff that gives him magic resistance 3 and re-rolls on miscasts. Additionally, he has a unique spell that can reduce enemy casters within 12" to squigs. Perhaps the main issues with Wurrzag are his mediocre statline and his inability to take the Lucky Shrunken Head. He's also frenzied, but that's less of a drawback in this edition than it used to be. All in all, there are few things as entertaining as getting a good magic roll and watching someone's Archaon get turned into a squig. *'''[[Bigfeet Bonehead]]:''' (Savage Orc) 130pts. A special Savage Orc boss. He has frenzy, he hates the Empire, and his great weapon gives him ASF with a re-roll to wound rolls. </tab> </tabs> =====Goblins===== <tabs> <tab name="Goblin"> *'''[[Grom the Paunch]] of Misty Mountain:''' (Goblin) 240pts. The first Lord choice to be mentioned under 240 points (barely), Grom is the ultimate Gobbo boss and the named character for Goblin war chariots. This model completely changes the way Goblins play, ignoring the normal Fear Elves rule, granting this onto EVERY other goblin unit in the army alongside adding +1 to combat resolution for goblin units when he calls a Waaagh. He also has a rerollable 5+/Reg4++ and has a magic Great weapon with killing blow, which goes up to a 5+ killing blow vs Elves. He has a little night goblin buddy that carries the battle standard for your army. A very good choice if you plan on mulching a ton of sissy Elves or if you field a lot of Goblin units. *'''[[Gitilla da Hunter]]:''' (Goblin) 70pts. Basically Snagla, but mounted on a Giant Wolf and meant for shooting instead of combat. The only way to provide some BS shooting is not based on Spiderbanner and big hordes. Da Howlerz with Gitilla are marching for 18", vanguarding, fast-cav, shooting platform hitting at 3+ (if no cover and short distance) with armour save of 4+. Gitilla adds firepower a bit and provides the unit with the ability of re-rolling flee and pursue rolls and hero stat-line helping in minor chaff game. It is a very tactical, gobliny unit that, although vulnerable, can be a real nuisance for the enemy. </tab> <tab name="Night Goblin"> *'''[[Skragrott]] The Moon King:''' (Night Goblin) 335pts. the AOS version of Skarsnik. He is a Master wizard lord for Night Goblins. Getting a casting +1 bonus, reroll channeling rolls, and re-rolling any dice when determining how far the template from ''the Curse of da Bad Moon'' moves. *'''[[Black Gobbo|The Black Gobbo]]:''' (Night Goblin) 265pts. A legendary icon of [[White Dwarf]] making a return. While he still fears elves, he hates dwarfs so much that he re-rolls all hits against them and gives stubborn to any unit in b2b with them. He also is an effective Ld 9 for all-night goblins and can re-roll a single die in the fight. He's not the best in combat, though, with only a 5+/6++ save and a weapon that grants +1S/A, but this weapon can possibly break magic weapons. *'''[[Skarsnik]], Warlord of the Eight Peaks:''' (Night Goblin) 240pts. Slightly cheaper than Grom, Skarsnik is best in a night goblin themed army. He has an awesome magic staff that fires d3 s6 hits that ignore armor, and this multiplies when he's near other night goblins. His buddy is a fat squig named Gobbla, who gives Skarsnik some real fighting power in cc (not to mention SIX WOUNDS. On a GOBLIN). Skarsnik has some great special rules, too, the main one being that he can randomly force enemy units into reserves at the start of the game (perfect for ruining any 'just as planned' strategies), and he also gives night goblin units the ability to move and shoot in the same turn they recover from running from combat; it is strongly recommended any such screening units take Musicians, and angle themselves to fall back towards your General. The Bad: he has no good armor save to speak of, and his huge base size (40x60mm) means he's getting picked out by almost the entire enemy unit in combat unless you place him properly. Namely, place him in a corner. That way, opponents during charge have to touch and fight with most models at the time. This means if you are wide enough, he has to charge mainly on your rank and file gobbos instead of Skarsnik, and he will meet with only one opponent if you are lucky. It is not a big deal to make the opponent's time hard to attack as making double flee with your big bosses never was easier than while using them with Skarsnik. A solid choice but needs a lot of list tailoring, and the result is certainly not the best. </tab> <tab name="Forest Goblin"> *'''[[Snagla Grobspit]]:''' (Forest Goblin) 90pts. A relatively cheap hero option, his low cost is quickly lost because you have to take a unit of spider riders with him. However, this isn't a big deal, especially if you love yourself some spider riders, as Grobspit makes them all Ambushers, have Devastating Charge, Hatred (Empire), and cause Fear on the charge. Also, SOOO many poisoned attacks. Great at attacking buildings and clear-off warmachines. Have options but still somewhat subpar. </tab> </tabs> ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. =====Orcs===== *'''Orc Warboss/Big Boss:''' (Orc) Your quintessential Orc army leader. He comes in both Lord and Hero form and can be mounted on a chariot, boar, or wyvern. He doesn't have the savage orc boss's killing power or the black orc animosity quelling, but he IS cheaper. Call him "a warboss on a budget." *'''Savage Orc Warboss/Big Boss:''' (Savage Orc) Comes with mostly the same options as the orc boss but has a natural ward save and frenzy instead of access to enchanted amour. This is a great one to run in a Savage Orc unit, as his ward save can stack and gets better when alongside a shaman with a Lucky Shrunken Head, plus his frenzy isn't as much of an issue in an already frenzied unit. *'''Black Orc Warboss/Big Boss:''' (Black Orc) The Black Orc boss is a significantly more expensive upgrade over the regular Orc boss. However, it gives the black orc boss +1 WS and the ability to switch between two hand weapons, hand weapons, a shield, or a great weapon at the start of each close combat phase if not equipped with a magic weapon. Most important of all, he has the "Quell Animosity" rule. If he's in the unit and it squabbles, the Black Orc knocks heads, does a few wounds, and makes the unit work as normal. This guy is a staple of most competitive lists. *'''Orc Great Shaman/Shaman:''' (Orc) All the same customization options as Bosses, but they're wizards of the Big Waaagh! The Orcish lore of magic primarily focuses on damage spells and general orc support, and boy, do they do it well. Roll well, and you'll be slapping foot-shaped templates all over the board. Just be sure to give them a ward-save for when they inevitably end up miscasting. *'''Savage Orc Great Shaman/Shaman:''' (Savage Orc) the Savage melee version of a Shaman with a ward save, and Savage Waaagh! It makes Savage orks better, but with Frenzy forcing it to engage anything in charge range (not something you would want on a Wizard). You ''will'' be running him with a bodyguard of other savage orcs, so give the savage orc shaman the lucky shrunken head (if you didn't slap it on the warboss) and pile him in with your savage mob so the entire unit will benefit from 5+ ward saves, rather than 6+. *'''Orc Warchanter:''' (Orc) An Orc support hero that can never become general. They let their unit re-roll 1's to hit and wound in close combat. Always good to have in a Deathstar or big spear blobs. =====Goblins===== *'''Goblin Warboss/Big Boss:''' (Goblin) Not much more to be said here. Have a wide variety of customization and can mount chariots, giant wolves. Slap one in a squad of those guys and watch their danger level shoot waaay up). Fielding multiple goblin bosses with great weapons is a fantastic way to give an otherwise fairly defenseless unit some real punch. Their mount options make them the fastest movers. *'''Forest Goblin Warboss/Big Boss:''' (Forest Goblin) your hero for Forest goblin. Same price but trades Armour for the potential to get Poison attacks and be mounted on spiders. Poison lets them wound things above their normal Strength, but make sure you hit first. Not as easy to deliver into a fight like a wolf boss, but more killy with all the poison he and his entourage throw around. *'''Night Goblin Warboss/Big Boss:''' (Night Goblin) actually 5 points less than a normal boss, +1 initiative and Hatred(Dwarfs) but -1 Ld. they can be mounted on squigs and ride with the Hoppers. You only see them if your running a big Night Goblin unit or Hoppers. *'''Goblin Great Shaman/Shaman:''' (Goblin) The lore of Little Waaagh! Focuses on irritating the ever-loving shit out of your opponent with improved backstabbing, teleporting, and head shooting their wizards. Could be considered the barest bone of the goblin shaman but Can mount on Wolves and goblin chariots, making them the fastest among goblins, and the Little Waaagh! has its place in any Orc or Goblin themed army. *'''Forest Goblin Great Shaman/Shaman:''' (Forest Goblin) better at casting spells from his Spider-themed lore by rerolling one casting dice and can take spider mounts like the Arachnarok, but are subjected to Stupidity on miscasts in addition to your Waagh! Miscast result. Probably the Most reliable caster amount the Shamans but the lore of the Spider God Requires more fitness and many are meant to buff goblins. *'''Night Goblin Great Shaman/Shaman:''' (Night Goblin) Goblin Shaman with a Shroom obsession. Your cheapest wizard option, so tempting to take multiple. On a good round of magic, you'll get much more channeling attempts, and you can quite remorselessly attempt some irresistible force casts since, after all, you have like 10 shamans on the field. Night Goblin Shamans also come with Magic Mushrooms, which could add another power dice to the cast, making a fail a success, or could poison him. ====Mounts==== <tabs> <tab name="Goblin"> *'''[[Giant Wolf]]''': (Goblin only) For fast cavalry mounts, a Giant Wolf is quick but all together has the same stats as a normal Goblin warrior +1 I and WS. A great mount for a Goblin hero that's going to be attached to a Wolf Riders. The Giant Wolf has also given rise to the "goblin cowboy" technique. Instead of running wolf riders, you can run a cheap goblin boss on a wolf for similar points. The benefit to this is you have a unit with higher toughness, better savings, better strength, and an ability to tank against certain units. You can take the Dragonbane Gem on a goblin hero on a wolf and run him right into K'Daii Destroyers, Hexwraiths, and cavalry units with flaming. He'll hold them up forever. You can also give him a cheap magic weapon so that he can run into ethereal units and kill them. What is also important - it's Animosity-free, and against BS shooting can hide inside a unit. *'''Goblin Wolf Chariot:''' (Goblin Boss and Goblin Great shaman only) 50pts. Trades Manuverabitly to buy mostly more damage and a little more protection (no change in toughness or wounds for lords, only a 6+ armour save added to their own). More worth it if running with a unt of other Wolf Chariots, adding the cheap punching power of Goblin Boss to an already cheap punchy unit. *'''Giant Spider:''' (Forest goblin only) smaller Gigantic Spider, cost less and prevents the enemy from snipping him when with other spiders. *'''Gigantic Spider''': (Forest Goblin Bosses or Great Forest Shaman only) Haha, oh boy. This is what makes your Goblin Boss so effective. You get all of the benefits of the Spider's rules, including Natural armour(+6), and you give that Forest Goblin big boss an extra wound. Found that you want another 3 wound character, and you've used up your Lord's point allocation? Give that Forest Goblin Big Boss a Gigantic Spider, and there you go, for only 15 points less than a Goblin Warboss. Being a Monstrous calvery unit, The longer base also increases the unit size of a unit of spider riders and reenact the old 8th trick of having a Goblin leading a unit of trolls, but his high troop type Unit strength will make him easier to pick out with shooting attacks. *'''[[Arachnarok]]:''' (Forest Goblin Great shaman only) Gigantic fuck of a spider. A lot of poison attacks and Fast Obstacle strider. It can be upgraded with a finger that spreads ASL or an appling Spidershrine that grants Loremaster and +1 to channeling for all friendly wizards within 12". *'''[[Great Cave Squig]]''': (Night Goblin Boss only) See the Squig section's rules. Use it at your own risk. But what's not to like? Dishes out 3 S6 attacks, and give a Big Boss hero an additional wound. He should be with other Squig Hoppers to make them more reliable. </tab> <tab name="Orc"> *'''[[War Boar]]''': War Boars are awesome. They give your guy a +1 Natural armour and have a special rule called "Tuska Charge" that gives you 2+ strength on the charge. These are what make Boar Boy Big 'Uns so dangerous; a unit on the charge that deals Strength 6 attacks? ( This +2 strength only applies to the war boar, the S6 Boar Boy Big 'Uns you speak of are a combination of s4 + spear + 'Choppas' ). A good choice for a boss that is going to join a unit of Boar Boyz, otherwise keeps in mind what unit your Lord or Hero is going to join. *'''Orc Boar Chariot''': (Orc & Black Warbosses, Orc Great Shaman, and Orc Warchanter only) 80pts. *'''[[Barded Gore-Grunta]]:''' (Orc Warboss Only) A bigger and meaner boar that comes with Barding and d3 Impact Hits. A rival to Dymgriphs and Mournfangs. *'''[[Wyvern]]''': (Warbosses and Great shamans only) 160pts. For a Fly(8) creature, it's not that bad. It has 4+ armour poisoned attacks, and it gives your general an 18 inches leadership bubble. However, it paints a big bolt thrower target on the General's chest, and you want to avoid exposing yourself to any Warmachine (At least cannons balls are no longer point and kill like in 9th). The Wyvern is generally considered a bad idea, but don't let that stop you if you play for fun. If you don't face too many ranged threats, then the wyvern can be a great addition to your army. Just remember that it's not a dragon, it can't eat entire units by itself, and its primary use is transportation. Try giving your Great Shaman one of these babies and watch as he soars around the table, blasting spells all over the battlefield. Very effective as a defense against pesky units, and you get to actually use your augment spells in combats where you need them. *'''[[Maw-Crusher]]:''' (Warbosses only) You know those big beefy dragons used in [[Age of Sigmar|that other game]]? Yeah, you get 'em now. These bastards are far tougher than Wyverns and can take more abuse. They are slower, having Fly(5) while a bit faster on the ground. With that much muscle, 3+ Natural Armour, and d6 impact hits, throwing him in the mix is a far nicer proposition than the Wyvern...if you can afford it. </tab> </tabs> ===Core Units=== ====Orcs==== *'''Orc Boyz:''' (orc) Your bread and butter unit. Orcs are tough, have decent stats, and at only 7 points a model, they can be fielded en masse (read: tarpits). Make sure to give them a musician and standard bearer of course so that they can win a combat or two. Buy Spears or replace their Shield with extra hand weapons as well. With Orcs, it's always a great option. You can also upgrade a single unit of Boyz to big 'uns, giving them +1 strength and +1 Weapon Skill. Remember that Big 'Uns is one of the few that can take a magic banner and Medium armour. Regular Orc Big 'Uns with the flaming banner or banner of discipline unit are a solid unit that's a little more dependable than Savage Orc Big 'Uns. *'''Orc Arrer Boyz:''' (orc) Orcs...with bows. It feels so wrong... [[dakka|Again...]] they make up for their occasional unreliability by remaining solid walls of flesh, though a touch less choppy. Their access to volley fire is useful here, as it allows the whole block to fire their bows, albeit with surprisingly average for orc's Loreful accuracy (BS3), but who really cares when you're putting out 30 shots from a single unit? TWANGA TWANGA TWANGA! The only problem is that Animosity can cause them to do nothing for a turn or make them charge instead of shooting, but getting into fights is not as bad since your still an orc with a choppa *'''Savage Orc Boyz:''' (Savage Orc) Batshit insane Orc Boyz with 6+ ward saves and Frenzy (and at 9 points apiece, compared to standard Boyz' 7). These are an insane Close Combat Core choice, should they ever make it to assault (and if your enemy is smart, they may use Frenzy to their advantage, leading the squad around aimlessly with a small unit at the edge of charge range). You can give them Big Stabbas for every 10 models, which each gives them D3 impact hits with Multple Wounds (D3). Like most units in the army, feature a wide variety of upgrades for tailoring them into just the kind of unit you want it to be, though they are best off doing what they are meant to: flail wildly around in Close Combat, inflict as much damage as possible before inevitably dying. Another, less common (but still good) choice is to take Big 'Uns and arm them with bows. "You want to stay away? TWANG." This shooting unit can benefit from savage and goblin magic. No one wants to charge savage orcs with frenzy and Str 5, but no one wants to eat __ either. A common powerhouse is generally extra hand weapons, supported by a Savage Orc Shaman carrying the Lucky Shrunken Head which provides a 5+ ward save for the whole unit, making it quite durable as well as deadly in combat. The only problem lies in getting that unit in the combat where you want it to be due to the double threat of Frenzy and Animosity that are just begging to make you lose control of it. -'''Big 'Uns:''' Big 'Uns is an Orc upgrade that is more than worth it. You can boost up one boyz unit to have +1 WS and S and buy Medium armour and a 50pt Banner. ====Goblins==== *'''Goblins:''' (Goblin) Your army's quintessential tarpit or mass archers. At 2.5 points per model base, Goblins can take light armour, and shields, and can be fielded in insane numbers. Their gimmick is being the most long-lasting goblin tarpit or cheap archers with a save. You can take a big 40-man unit for 100pts or 20 shortbows for 80pts. **'''Goblin Jester:''' An upgrade for common goblins that are trapped in the front ranks. He's far from a combatant, though; he provides +1 to his unit's Ld and trades Animosity to instead suffer Stupidity, so more predictable when near a lord. When in close combat, he has a random chance: 1 - his unit takes -1 to hit, 2-5 - nothing, 6 - the enemy takes -1 to hit, though foiled by immunity to psychology. Helpful to keep the chaff in the fight when luck doesn't cause you to stall. *'''Goblin Wolf Riders:''' (Goblins) Your army's fast cavalry. Give them spears and watch them flank charge a heavy infantry unit to death, or at least keep them tied up long enough for your chariots to flatten them. The Fast calve Vanguard rule and super fast movement of 9 make them fairly effective war machine hunters. *'''Night Goblins:''' (Night Goblin) They are less reliable but heavily more gimmicky than normal Goblins. Are -1 to Ld, +1 to I, Hate Dwarfs, and wear robes (can get light armour and can compete with normal Goblins). They come standard with shields and can take all the same upgrades as Goblins plus more toys. Night Goblins are more offenses than normal Goblins with their tricks but more likely to Flee (an Ld of 5 is among the worst in-game outside things that can't flee). Own upgrades: **Netters +1ppm and infinitely useful upgrade to an otherwise simple tarpit unit, roll a D3 For each rank of 5 goblins, netters cause that many enemy models to suffer a -1 attack modifier(affects model + mount) on any unit they are locked in combat with on a 2-3. There is always the odd chance that they entangle themselves on a 1, but they are already such a low strength that that should only add to the lulz. **Fanatics: Ohhh... Fanatics. Excuse me for a minute, slight crisis moment. Watch as the enemy player tries to blast through the squishy night goblins with heavy infantry, only to suddenly be lambasted by up to 18 s5 Armour Piercing(1) hits as the little bastards swing insanely through them. **Fanatics with Thwackwheezer Puffshrooms: 2d6 models suffers an armour ignoring wound on a failed toughness test and provide softcover if crazy enough to still 6" of them. Other than protection, Puffshrooms do better than regular Fanatics against humanoid enemies of T3, including Sv2+ knights. *'''Forest Goblins:''' (Forest Goblins) half a point less than goblins, but shirtless. They have Forest Strider. Their main nitch is that they can be upgraded to have poison attacks, letting them wound above what is expected of chaff or volley bows with wounding rolls superior to S4. Try to keep them protected before they all die in droves. *'''Forest Goblin Spider Riders:''' (Forest Goblins) Goblin unique cavalry spider riders can be quite useful. They pump out plenty of poisoned attacks, but their best trick is their ability to move right up inside of buildings and ignore terrain as they do so. Perfect for flushing well-encamped enemies out of cover and the bane of wood elf players. They're 1 point more than wolf riders with shields but 1 point slower than them. As flankers, they will harm tougher foes. ====Snotling==== *'''Snotlings:''' (Snotling) Swarms of tiny little greenskins with stats that make goblins look mighty. With 6 wounds and6 attacks a base, and the fact that they will not run, you can plant a huge swarm of these on an objective and probably hold on to it for a looong time. They can also stand and shoot a single S2 shot that ignores armor, which is highly situational at best. Save your points in this slot for something else. The only use I've found for them has been to put them on a flank and let them run towards war machines. They at least won't trigger panic in anything when they die. ===Special Units=== ====Orks==== *'''[[Black Orcs]]:''' (Black orc) Infantry. Got upped to two attacks base, and a higher armour save for 14pts vs 12pts in 8th edition. This unit got some love and will bring the hurt! Black orcs have better-staying power and are one of the few units in the army without Animosity and Immune to Psychology, meaning they won't panic like most other units in the army book. The only foreseeable issue with black orcs is that your opponent is sure to try and avoid them, and they cost double as much as a Big 'Uns. If used correctly, black orcs can be an excellent addition to the army; make sure you have the spare points. One catch, though. Even with heavy armor and shield, their low Initiative causes them to get brutally slaughtered in cc with tarpits of skaven, swordsmen, elves, etc. Be sure always to use shield and close combat weapons to survive the combat and thus make them worth their high cost. Additionally, this is one of the few units we can take with "can opener" abilities. Orcs and Goblins have a huge amount of str 4-5 attacks. But Black Orcs can pull out great weapons and wipe out tough, heavy armored units that would normally give them fits (Steam Tank, anyone?) *'''Orc Boar Boyz:''' (Orc) Your heavy cavalry. Though a high point cost, they have the potential to be worth it, as you are putting that fantastic cc squad into assault relatively quickly, plus with high strength attacks from the tusker charge special rule. A unit on the charge that deals 2 Strength 6 attacks each? Slap a Warboss on a boar with them so they won't run quite so easy. Boar Boyz is a good unit that suffers from the same problems that plague all cavalry units in 8+th edition Warhammer: the boars in a second rank don't get to attack, even though they do most of the unit's damage output. **''Wambo-combo:'' Orc Boar Boyz Big 'Uns with Orc Warchanter on boar, 50pt banner plus folwing spells: Fists of Gork + 'Ere We Go! + Gork'll Fix *'''Savage Orc Boar Boyz:''' (Savage Orc) Again, not much more to be said here, simply more expensive, batshit insane Boar Boyz with some special frenzy rules and they get to take two hand weapons while mounted, one of the few who can do so. They sacrifice survivability against mass arrow and hand weapon attacks for more 'ead crumpin'. It comes down to 2 S6 + 3 S4(5 if Big 'Uns). *'''Orc Boar Chariot:''' (Orc) 85pts. What's not to love? It's a heavy chariot pulled by boars. It can easily mow enemy infantry units flat. Suffers from being more expensive than the goblin chariot. Both have Str 5 impact hits, but the orks crew and Boars Strength boost on charge can justify 35 points. *'''Orc Brutes:''' (Orc) These brutish fuckers are the mix of a Savage Big 'Uns and a Black Orc. 18 ppm, 4 more pints than a Black Orc. They are Big 'Uns that grew to Black Orc size, less good gear with only medium armour and Immunity(Fear), but Their main job is hunting anything monstrous which they re-roll wound rolls against. Brutes are meant to be Slayers, not as armored or versatile as blacks, but meant to slay Minortours with Paired weapons or dragons with Greatweapons for 2 points upgrade. ====Goblins==== *'''Goblin Wolf Chariot:''' (Goblins) 50-150pts. A much faster, more fragile chariot option, better for taking on light infantry/fast cav. Unlike the Orc Chariot, you can take these things in units of three. However, it's usually better not to due to leadership checks for losing just one chariot. *'''Goblin [[Spear Chukka]]:''' (Orc/Goblins) 35pts. Spear chukkas are still the cheapest bolt throwers in-game, partly for the reason that they can misfire just like a stone thrower. Although, they still remain the same price as 8th where every other one has dropped (DE, HE, Dwarves, etc.), so they're relatively more expensive. Still benefit from the edition's wide long-range accuracy increase. May take 1-2 Spear Chukka's as a single special choice. *'''Goblin [[Rock Lobber]]:''' (Orc/Goblins) 85pts. a Stone thrower run by goblins. Can also take an Orc Bully for an extra wound. A fairly standard catapult. Great for flattening Dragons, Manticores, Hydras, Terrorgheists, Daemon Princes, Skycannons and other huge things that orcs normally have a problem dealing with. Even if these juicy targets are not present, it does relatively good against hordes of cheap models. A Rock Lobba is rarely a bad choice. *'''Goblin [[Nasty Skulker]]s:''' (Goblins) your backstabbing knife goblin. Scouts up and lets other units engage enemies head-on so they can get their ASF and AP bonuses for flank charging, then have a chance to flee unpursued at the end of combat. *'''Night Goblin Squig Hunters:''' (Night Goblins), your paying more than 5+ ppm (expensive for goblins) to place Night goblins with big weapons in front of the enemy turn one. Skirmish Scouts with Immunity (Psychology) can all have Nets, be S4 and/or Fight in Extra Ranks (1). The cheap way to run them is necked and bodyblock the enemy for a turn. The expensive way is to take all the upgrades and have 3 full ranks, then hid them behind terrain so they can draw attention or pincer attack. (Skirmisher don't let them benefit from flanks but Sneaky Stabbin' dose). *'''[[Squig Herd]]s:''' (Night Goblins) One of the more useful special units for O&G, squig herds are great for taking out large blocks of infantry. They put out a lot of attacks, so at their worst, they can at least soften up an enemy unit for your boyz to finish off later. They also EXPLODE if they break or if all herders are killed, so a loss in combat can potentially cause quite a bit of damage to the enemy. Moving the unit forward as fast as possible and counting on them to explode amidst your opponent's units is actually called a ''squig bomb'' and very effective. Good unit sizes include 9 squigs/3 herders (squig bomb or multiple small units), 18 squigs/6 herders (flanking unit) and 30 squigs/10-15 herders (horde combat block). *'''Night Goblin [[Squig Hopper]]s:''' (Night Goblins) Where herds are more about the squigs alone, Hoppers are a special cavalry unit. These are good for harassing enemy units and flank charging, as their relatively high speed and random movement can get them where they need to go better than herds. They only have 6+ armor save, so you have to be very picky with what you fight with squig hoppers. Having random movements actually gives Squig Hoppers several interesting advantages: They can pivot then move, giving them an effective 360* threat, and the opponent cannot declare a charge reaction against them, letting them ignore flee or stand-shoot reactions. Although they charge in the compulsory subphase, preventing them from disabling Stand&Shoot for your mainline troops, they can deny a sufficiently large area versus enemy light cavalry. Note that only a Night Goblin Boss riding a Giant Cave Squiqs can join Squig Hoppers, which lets you re-roll the random movement dice. However, said Boss will not benefit from Look Out Sir and will be cannon-bait. Squig Hoppers are both cavalry and skirmishers, so it is not worth it to have multiple ranks: Skirmishers can never disrupt their opponents when charging the flank or rear, and only the riders of cavalry models can make supporting attacks, not the mounts. And let's be honest, you're not fielding Squig Hoppers for the Night Goblin riders. *'''Night Goblin [[Sneaky Snuffler]]s:''' (Night Goblins) 8ppm Skirmishers Goblins with a S4 Squig. They fight on you goblin's flanks in a pinch, but their true power is sacrificing their movement for the chance for a Night Goblin unit within 6" gains Frenzy. Amps up Squigs and Squig Hunters. ====Others==== *'''Trolls:''' Big, strong, and fieldable in large groups, trolls are good for keeping between your groups of Gobbos and Boyz in case they fail their Animosity rolls. Trolls are mighty in cc and have some great staying power due to their regeneration. Trolls can forego their three regular attacks (they can still stomp!) in lieu of a single vomit attack, which automatically hits with S5 and no Armour Saves allowed. Watch a Chaos Knight die a very inglorious death, guaranteed not to win him any daemonhood soon. Trolls do suffer from Stupidity (and at Ld6, no less), so you'll have to keep a boss with them or warboss near them at all times if you want them actually to get shit done. Think Ogres, but with a few tricks and retardation issues. Remember that failing the Stupidity test also gives you Immune to Psychology, so at least they won't panic. Trolls also come in three varieties: standard, stone, and river. The cost differences here between common trolls and river/stone trolls are significant, with common ones being much cheaper with the same cc output. Common Trolls also don't come from your rare slot so that they won't take away from your important Manglers/Pumpwagons/War Machines. **'''Stone Trolls''': Same CC output as the other Trolls, but for +10pts, you're getting Natural Armour (5+) and magic resistance (2). Scaly skin is always helpful, but it's the magic resistance that is most useful since it will grant you a 5+ Ward Save against fireballs and other spells from the Lore of Fire which will usually burn your Trolls to ashes since you cannot take regeneration saves against them. **'''River Trolls''': Same CC output as the other Trolls, but for +10pts, you're getting strider (rivers and marshes), and your opponent gets a -1 to hit modifier in CC. While strider can, of course, be handy in the right situation, it's nothing to write home about. A -1 to hit modifier in CC is quite helpful, as it means that they're never hit on better than 4+ and sometimes only 5+. ===Rare Units=== <tabs> <tab name="Goblin"> *'''[[Mangler Squig]]s:''' (Night Goblin) 100pts. Good. Gork. It's essentially massive squigs that night goblins have prodded until they are insane with RAGE. Manglers behave like enormous fanatics. Point them in the direction you want them to go, pray to Mork they get there (they have no armor, so be careful), and watch as they fling out a positively retarded number of high-strength hits. All in all, a very fun (if unreliable) choice for flattening units and wreaking havoc. If you can get off the "Hand of Gork" spell, you have a killer combo at your disposition; you can literally win the game in one turn if you can teleport your mangler squig across the map and make it go sideway through the enemy line. Get your tear cup ready. *'''[[Night Goblin Squig Gobba]]:''' (night Goblin) 100pts. You have what is effectively a squig for a war machine. Each turn, you need to use the minders to feed it squigs, and, depending on the result, some random goings-on will occur. Most of the results will hurt the squig itself and/or the minders, but if you hit the golden zone, you'll automatically have the means to hit a unit without any scatter. *'''[[Colossal Squig]]:''' (Night Goblin) 175pts. A Huge fucking squig with 4d6" movement. Be wary of this movement when pivoting, as it will charge absolutely anything in the way and eat them. It's a massive time bomb, and when it dies, you can laugh at anyone near it eating an S3 hit. All this creates a missile-type monster, Moving quickly into a target to unleash its 6 S7 + stomp. Colossal's do fall on the glass cannon side of monsters and are the most likely in the rost to flee when they lose combat and not within an inspiring presence. *'''[[Dankhold Troll]]:''' (Night Goblin) 215pts. A fusion of Giant and Troll for 15 more points. Though more predictable in melee, they still suffer from stupidity and bad leadership. Have a solid defense with T6 W6 Regn(4+) MR(3). In addition to stomps, he has 6 S7 attacks or makes D6 S6 Troll vomits if you don't trust your Weapon skill of 3 or the enemy has 2+ armour. The Dankhold Troll's best role is as a weapon to deploy against heavily armored foes, Using its monstrous toughness and high regent to wait out until its turn to swing and then paste most monsters and elite knights with their great strength. Their big weakness is needed to be babysat by a general. Its low Ld of 6 makes it susceptible to failing stupidity and very likely to flee from combat since successful Regeneration saves still count towards combat scores. *'''[[Arachnarok Spider]]:''' (Forest Goblin) 260/290pts. Giant fucking scary spider. They are Extra effective at tearing up infantry and monstrous creatures gave its decent WS4 S5, and '''8 poison attacks''' + stomp, your going to be rolling fairly reliably killing a majority of things that don't have outstanding armor or ward saves, being able to designate one attack to deal Multiple Wounds (D6) against a monstrous model is just Icing. Despite having a respectable T6, W8, and Natural Armour (4+), Only pick if you're certain you won't face warmachines. Otherwise, the thing is likely to die from focused spells or Warmachine fire before doing anything cool. On the other hand, the Arachnarok Spider is FAST with M7 and gets to ignore terrain, so at least there's that. Remember that the goblin crew is equipped with spears and therefore adds eight bows and eight extra S4 attacks on the charge. You can give the spider a Flinger, and the feeling of not being nominated to the "Slowest army of the Game" award is a good one, even though it barely scratches Snotling. </tab> <tab name="Ork"> *'''Ork [[Gore-Grunta]]s:''' (Orc) yow Demigriph and Chaos knights have a green rival. Comparing them to better-armored Ogre Mournfangs is a decent benchmark. These are bigger and meaner Boar Boyz, With Brutes riding Barded Big 'Uns Pigs and has Duff Up da Big Thing, rerolling hits against the monstrous. Hit like trucks, 18 S6 attacks for a 178-point MSU with spears. Demigriphs bullies infantry, Gore-Gruntas bullies Demigriphs and infantry. Their main weakness is their movement and reaction speed, which can be fixed by applying the right banners and shaman juju. </tab> <tab name="other"> *'''Goblin [[Doom Diver]]:''' (Goblin & Orc) 75pts. It acts like a cross of a Stonethower and a Bouncing cannonball dealing d6 S5 damage to all units it crosses. No longer ignore armour saves. No more panicking a unit of Dragon Princes from one turn of shooting. 10pts cheaper than the Catapult, but really neutered, so take a Catapult. *'''[[Snotling Pump Wagon]]:''' (Snotling) 45pts. Pump wagons are hilarious, unreliable, and dreadfully scary for your opponent. They have random movement and the potential to veer out of control at any given time, but having 2D6 impact hits is nothing to scoff at. Remember that random movements have advantages: you can charge enemy units during the compulsory movement phase without giving them a chance to perform a charge reaction. This is gold when facing a fast cavalry avoidance list that suddenly finds itself not allowed to perform its standard feigned flight tactic. Regarding upgrades for the Pump Wagon, Outriggers and Spiky Rollas are pretty much mandatory, with Giant Explodin' Spores being the single most awesome thing you could buy if you face heavily armored cavalry. Also, Flappas are very useful since chariots do very badly with dangerous terrain. Your opponent might think his units save from your attack if there is a river, marsh, or obstacle between you. Remember that as a suicide unit, the enemy will want to shoot your Pump Wagons at all costs. If you bring Pump Wagons, consider bringing Mangler Squigs so that the enemy cannot shoot them all. Mangler Squigs and Pump Wagons serve relatively similar purposes, after all. *'''[[Rogue Idol of Gork]]:''' 230pts. a Giant stone Golem powered by the waaagh. Tougher and Stronger than a Giant but has the worst Frenzy, where it also has a chance to charge your own units if nothing is in range. Best let it run in front of the rest of your army. It has a similar role as a Dankhold Troll but focuses on staying power and then consistent offense. Having impressive T7 and 10 wounds but Unstable in 9th can be far worst than having low ld, as losing combat by a good margin often results in the unit being slain. The main upsides are that it's an S7 monster that doesn't require Night Goblin in your least to take, and it will likely hold up an enemy for at least one turn. *'''[[Giant River Troll-hag]]:''' 235pts. A River Troll dabbles in Death magic and has Giant stats and special attack tables. Hags do have stupidity unless in terrain with water and will actively move towards it on failed rolls. Her Troll vomit is a Breath Weapon that additionally confers an -2 ld. Puts out a decent amount of damage in and out of melee while also being that assassination and hex spells are well associated with the lore of death. *'''[[Giant]]s:''' 175pts. The ever-venerable giant. The model looks pretty pimping hot, but its purpose is often limited to receiving multiple cannonballs to the face. If friends don't have cannons, the table is fun when they take out infantry blobs and pick out characters. If you have a Savage Orc Shaman in your army, you can give it a 6+ ward save but don't do much to keep it alive. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information