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==Army building== If you can find it, the Start Collecting is a good start, since you get one of every troop plus two Warbosses. The key to Greenskins is to be diverse with your army. If you keep just Greenskinz you won't be as efficient as a mix of all types of orruks. Other things to pick up: -'''Black Orc Big Boss''' Great for some more hero action gaining +1 to hit while within 10" of another Orruk Hero so hitting on 2's and wounding on 3's and that fantastic reroll with the shield with a 4+ save(Don't forget the extra attach from the Waaaagh as well). Coming in at 6 wounds and 100 points, he's great at whooping some ass. -'''Giant''' These shits are looking at 180 points so same cost as a unit of brutes or 'Ardboys. The Giant can take a beating before they fall clocking in at 12 wounds with a shit ton of damage output, and a 5+ save. 3d6 attacks with his club, one attack each with his 'eadbut and kick but do D3 and D6 wounds.This guy eats shit too rolling double the wounds of an enemy model within an inch removes it from the board as you eat it's fucking head off! With most behemoths though... the more wounds taken the less he does which gives some good wiggle room with positioning other units since this guy will tie up a good 2 or 3. With a last fuck you when he dies both players roll a dice and the highest choose where he falls dealing D3 mortal wounds to every unit in it's path. ===Orruk Warclans=== Greenskinz are allowed in a [[Age of Sigmar/Tactics/Destruction/Orruk Warclans|Big Waagh faction]] as the keyword requirement for these units is {{AOSKeyword|orruk}}, which all greenskinz possess. If you don't mind mixing, this is the easiest and most effective way of maximising your dudes.
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