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===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.
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