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====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>
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