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===Core Units=== *'''Orc Boyz:''' Your bread and butter unit. Orcs are tough, have decent stats, and at only 6 points a model, they can be fielded en masse (read: tarpits). Make sure to give them a musician and standard bearer of course, so they can win a combat or two. Give them 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. Also remember that this unit is one of the few that can take a magic banner. 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:''' Orcs...with bows. It feels so wrong... Again, they make up for their relatively poor stats in solid walls of flesh. Their access to volley fire is useful here, as it allows the whole block to fire their bows, albeit with extremely poor accuracy, but who really cares when you're putting out 35+ shots from a single unit? TWANGA TWANGA TWANGA! *'''Savage Orc Boyz:''' Batshit insane Orc Boyz with 6+ ward saves and Frenzy (and at 8 points a piece, compared to standard Boyz' 6). 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 Stabbaz, which give them D3 impact hits. 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 both goblin magic and/or a goblin BSB with the Spider Banner. No one wants to charge savage orcs with frenzy and Str 5, but no one wants to eat 30 poison shots a turn, either. Try to keep your general/BSB nearby to help with the frenzy. *'''Goblins:''' Your army's quintessential tarpit. At 3 points per model base, Goblins can be fielded in insane numbers. Can be upgraded with Nasty Skulkers which are kind of a mixed bag. With three attacks and Killing Blow on the turn they are revealed them, they can be a real pain in the ass to an opponent who expected to run heavily armored knights into the puny goblins and take no casualty. On the other hand, Killing Blow only works for a single turn (a shame) and does nothing to many unit types such as chariots or monstrous infantry. In fact the most interesting use of Nasty Skulkers is to use them to displace rank-and-file models. With three Skulkers and two cheap Goblin Heroes in a 5-wide unit, the opponent will be forced to allocate wounds, most likely causing the opposing force to waste attacks. *'''Goblin Wolf Riders:''' 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 Vanguard rule and super fast movment makes them fairly effective war machine hunters. At 10 points per model though, you're essentially paying 7 points for a wolf. *'''Night Goblins:''' Same price as goblins, -1 to Ld and +1 to I. They come standard with shields,and can take all the same upgrades as Goblins as well, with just two differences. The first is netters for 45 points, an infinitely useful upgrade to an otherwise simple tarpit unit, netters inflict a -1 strength modifier on any unit they are locked in combat with on a 2-6. There is always the odd chance that they entangle themselves on a 1, but they are already so low strength that that should only add to the lulz. The other upgrade is 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 hits as the little bastards swing insanely through them. *'''Forest Goblin Spider Riders:''' Goblin special cavalry, spider riders can be quite useful. They pump out a small amount of poisoned attacks (spiders only), 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. However, their high point cost (13) (at least...higher than wolf riders) makes them sort of situational.
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