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===Melee Infantry=== *'''Goblins:''' Ah, the humble Goblin. One of the few units in the game to match the numbers of Skaven and being a decent option for tarpits for that very reason. All but the most aggressive factions (Think Darks Elves or Norscans) will need quite some time to chew through 160 bodies, and if you combine them with Grom or Skarsnik, they become decent core troops on their own, thanks to the bonusses on Physical Resist and Melee Attack the Goblin Bosses can stack on them. Don't come with a bonus vs. large outside of campaign buffs and even then don't rely on it, since their weapon strength is rather poor. *'''Night Goblins:''' Crazed Gobbos that are high as a kite and bring poisoned attacks to the table. Night Goblins are really just Goblins +1, gaining Vanguard Deployment poisoned attacks, stalk and better Melee attack. You might not use the base version in the campaign all that much, since Fanatics are superior in almost any way. As with regular Goblins, picking the right Lord can also elevate them to decent Frontline-level. **'''Da Warlord's Boyz (ROR, DLC):''' Night goblin warriors that trade poison for Armor rending. These nuts are a great way to patch up your lack of armour-piercing damage in the early game. They also have a place in multi-player as a cheap way to give your mobs an edge against armoured foes. *'''Night Goblins (Fanatics):''' Identical to regular Night Goblins except for having an ability that can clear entire units if used right. Ignore the game telling you it's a vortex with unpredictable release, it's actually identical to Breath-type spells and release exactly where you tell it to. **'''Da Eight Peak Loonies (ROR, DLC):''' Unbreakable gobbo tarpits. Just don't wait till the last moment to use their ability since it's disabled below 25% HP. *'''Orc Boyz:''' Da Boyz! They are no slouch and have a lot going for them. While a bit on the pricey side for an early game unit, Boyz love smashing stuff in melee and dominate early game melee encounters with ease and can even hold their ground against some of the more elite units the AI will use. Sturdy, reliable, dead killy. *'''Nasty Skulkers:''' Glass cannon kan-openers. Stalk allows you to get them to exactly where your opponent least wants them while their smoke bomb keeps victims from getting away by slowing their movement speed by 76% for 21 seconds. Extremely effective for their cost while still coming with Goblin numbers of entities in each unit. They're also a good counter against armored heavy cav that other greenskin units struggle against. Smoke bombs + large model numbers swamps cavalry and keeps them from cycle charging while stalk means an inattentive enemy might blunder his cav into your skulkers without noticing them. *'''Savage Orcs:''' Savage Orcs differ from regular Boyz in that they can only be built on Orc pilgrimage sites and have no armour. They make up for it by having physical resistance, a small ward save that can be buffed through research and Wurrzag. Generally speaking, more of a glass cannon. *'''Orc Big Uns:''' Even killier than regular boys, Big 'Uns love smashing stuff and do it in a truly great fashion. Notable downsides to them are their relatively high price and their lack of a shield; missile units love shooting at them. *'''Savage Orc Big Uns:''' The equivalent on the Savage side of the Orcs, but these guys are absurdly deadly and only Black Orcs surpass them, Wurrzag makes them arguably even stronger. *'''Black Orcs:''' Da big Boyz. By the time they show up, the enemy frontline might as well just pack up and leave. If they do leave, you might be in a bit of trouble, since Black Orcs move very slowly (a base speed of 34 when running is considerably slower than standard infantry speed, which is in the 40-45 range for most factions) and are more than other similar elite units in the game dependent on tarpits to tie their targets down. Once they are in melee, you're in for a treat though. Base leadership of 87 means that there is practically nothing in the game they will run from, an abundance of AP damage and an obscene base weapon strength of 70 (for comparison: Swordmasters of Hoeth have 45 WS) turn every enemy unit into a fine red mist within minutes. Just beware artillery and gunners. **'''Da Krimson Killas (ROR, DLC):''' Have two axes and can just exterminate any other Melee infantry in the game. Has a unique (for infantry units) cleave attack where each unit will swing their two axes hitting multiple enemies at once ''with each swing''. This makes them unparalleled infantry killers, and the single best infantry unit in the entire game. Slap Grimgor's Immortulz banner on them, stick them in a chokepoint and watch them beat entire armies by themselves.
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