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====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>
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