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====[[Orcs & Goblins|Greenskins]]==== [[File:Greenskins_Wallpaper.jpeg|800px|center|thumb|'''WAAAGH!''']] Oh, what kind of game would we have if we didn't have Orcs and Goblins? A real boring one, that's what. There are five playable factions as of the latest patch in the second game, with five Legendary Lords between them. The resident barbaric faction of the Old World (and parts of the new one), the Green Tide are most concerned with two things: a) Fighting and b) WINNING! But you probably already knew that. In the first game, the Greenskins' signature mechanic was "Fightiness." If an army isn't raiding or fighting, its Fightiness falls until the boyz start fighting each other, causing attrition. Keep your Fightiness high and your army big, and the sheer mass of fighting will attract a WAAAGH!!!, a free army that you indirectly control until it's either wiped out or the army that attracted it loses Fightiness. The Total Waaagh! update in the second game changed this. Instead, Greenskins have two unique mechanics: Reputation and Scrap. Reputation is earned by fighting tough battles and either winning or losing valiantly. It makes organising and maintaining armies easier and allows for an event known as Call to Waaagh!, where you direct your forces against an enemy faction and raze or occupy their capital for loot and special rewards. Scrap is earned from battles, raiding and so forth, and is used to research certain things in the new tech tree and upgrade units in certain specific ways. In general, Greenskins are a varied horde army who likes themselves a bit of a scrap, as you'd expect. A Greenskin army is generally more mobile than most armies, but are also more vulnerable to ranged damage and artillery. Goblins are way cheaper to get into an army than Orcs, but they're generally pretty weak unless helped. Greenskins also have way more monsters than most other races - Squigs for infantry shredding, Trolls for armour-crunching and flanking, Giants for chaff crunching and Arachnarok Spiders for monster duels, plus Wyverns for lucky Warbosses. The Total Waaagh! patch gave them an army-wide ability to declare a Waaagh!, granting major buffs for a short time to every unit in the army; its meter is charged up by units fighting in melee. :: [[Grimgor Ironhide]] leads the main Greenskin faction, called '''Grimgor's 'Ardboyz'''. He's based out of the settlement of Black Crag, which he took off the hands of its owner in the main universe ([[Gorfang Rotgut]]) because Gorfang [[What|decided that slagging off the most violent, hate-filled Orc in the Old World was somehow a good idea]] and Grimgor decided to correct him. His faction effects include a bonus to campaign movement range for all characters, and a reduction to upkeep for all Black Orcs and Big 'Uns units. Lord effect wise he buffs Black Orc leadership and armour in his army, and gets bonus post-battle loot income. Grimgor himself is a close-combat beatstick who can dish out a lot of hurt in short order, and his personal skill tree allows him to cause Terror and get Frenzy, and even boost the anti-Large damage bonus of Big 'Uns and Black Orcs in his army. Needless to say he tears through armoured units like tin cans as well. Unfortunately, he has no mount, and in this game that can make a huge difference. Grimgor also got a serious rework in the second game with the Warden & the Paunch update. Now Grimgor is [[Rape|Murder]]. Grimgor has been reworked from a beat-stick into a dueling lord capable of taking on almost anyone and everyone in single combat and winning due to his new abilities. With his version of the Waaaagh! in battle essentially doubling the effect you would get from a regular one. With a chance to get Black Orcs as units in your Waaagh! armies. Last but not least his Da Immortulz banner got a big rework, functioning much like the Cohort of Sotek RoR for Lizardmen. Meaning that they won't lose models as long as they are above 50% leadership; finally living up to the name. His Quest items include Gitsnik and the Blood-Forged Armour. :: [[Azhag the Slaughterer]] is the other Legendary Lord who was available at launch and as of the Warden & the Paunch Lord pack he now leads the '''Bonerattlaz''' faction. Azhag was in a weird place in Warhammer I, being more expensive than a vanilla warboss but not as killy, and his starting buffs - boosts to Research rates and Diplomacy with Undead factions - hampered by the fact that a) Greenskins need Tier III/IV building to do Research and b) you are far away from your prospective allies in both [[Vampire Counts|the north]] and [[Tomb Kings|the south]] of the map, who can't do much to help you in the initial battles. But with the Greenskins rework in Game II, he has never been better. Being given his own subfaction up in the Red Eye Mountains. Meaning his faction bonuses towards Vampire Counts diplomacy actually have some use now that he is relatively nearby Sylvania, and his research boost is useful now that the Greenskins research isn't arbitrarily locked off by buildings. His skill tree was reworked so that he can use the first few spells in the Lore of Death prior to doing the Crown of Sorcery Quest line, unlike prior where he required the item to use any spells whatsoever. And he can even use the Wind of Death as a bound ability. His unique Waaagh! in battle gives his troops Fear and Terror, his unique scrap upgrade boosts armor-piercing damage, and lastly he has a chance to get Feral Wyverns to join his Waaagh! campaign armies. His Quest Items include the Crown of Sorcery, Azhag's 'Ard Armour, and Slagga's Slashas. He also has a unique Wyvern mount named Skullmuncha. :: [[Skarsnik]], Warlord of the Eight Peaks is the third Greenskin Legendary Lord leading the '''Crooked Moon''' subfaction. He starts in a Dwarfen Hold near Karak Norn, having gone Squig hunting for a while only to have an Orc Warboss called Morglum Backstabba (''cute'', CA) take control of Karak Eight Peaks while he was out, with what was once the Crooked Moon now being Crooked Moon Mutinous Gits. He needs to fight his way back there and reclaim his throne, while fending off Belegar and the various other have-a-go heroes amongst the Empire and Dwarf subfactions. Until he does, he suffers a -2 to Public Order in all provinces and can't recruit basic Orc infantry or cavalry units. (An interesting loophole is that this doesn't apply to Savage Orc units, which have their own building chain in the tech tree.) To compensate, Skarsnik and other Night Goblin Warbosses can give all units in their army Poison Attacks (really) and he receives a 40% reduction to recruitment cost and upkeep for all Goblin units. Plus heroes have a 50% discount on hero actions and receive twice as much experience for it, letting him spam hero actions and rig every fight in his favour much more than other Greenskin leaders. Skarsnik himself is also a competent combatant with an anti large focus. And was given an interesting ability added in the second game that lets him make himself and units within a certain radius around him invisible to the enemy for a time (yes, including Giants and Arachnaroks). Who says Vlad has the monopoly on Creed-esque shenanigans? On top of that the Total Waaagh! update gave him two new abilities, Spite of da Bad Moon (which give allies around him anti-large, and boost to AP and base weapon damage, and Fermented Fungi that lowers enemy melee defense and causes them to rampage if they are at low health. His unique Waaagh! increases general damage along with a focus on AP missile damage, and gives the army immune to psychology during its duration. His Waaagh! army has an increased likelihood of containing Doom Diver Catapults. His sole Quest Item is Skarsnik's Prodder. :: [[Wurrzag]] da Great Green Prophet is the FLC Legendary Lord added in the same patch as Skarsnik. He leads the '''Bloody Handz''' tribe of Savage Orcs, who are based out of the Western Badlands across from Grimgor in the east. He showed up after Grimgor beat up and kicked out Rotgut to declare him favoured by Gork and Mork, but while Grimgor enjoyed Wurrzag's ringing endorsement, he found the shaman's wacky antics annoying so he sent him off to help out the Bloody Handz. His faction effects decrease Enemy Hero action success chance, and gives a bonus to Savage Orc units factionwise. Lord effect wise Wurrzag gives a hefty physical resistance to all Savage Orc units in his army, as well as a 50% reduction in their recruitment cost and upkeep. Wurrzag is a caster lord, and as such isn't made for direct combat much even if you mount him on his Warboar Spleenrippa, but compensates for it as an excellent supporter and caster. The Lore of da Big Waaagh! is a subtly excellent lore, with powerful buffs and a potent AoE that hide amongst three other underwhelming spells but should never be overlooked. His Wurrzag's Revenge ability is in the game as well, giving enemy Wizards a +50% chance of a miscast, and his Effigy of Da Git! ability can pin a unit down, making them highly vulnerable to charges and counter-charges. With the Total Waaagh! update, he also got an to his unique skill line. Having the expected boost to Savage Orc combat stats, and his ability to give all units in his army magical attacks. But on top of that he also removes all magic resistance from local enemy armies, gives physical resistance to all the big beasties in the Greenskin roster, and can spam Foot of Gork like there's no tomorrow with his "Titantic Beat!" skill. His unique Waaagh! gives the usual stat buffs, but also gives some physical resistance and immune to psych. His Quest Items include the Baleful Mask, Squiggly Beast, and the Bonewood Staff. He also has a unique Warboar mount named Spleenrippa. :: [[Grom the Paunch]] is the fifth Greenskin Legendary Lord leading the '''Broken Axe''' subfaction, starting in Karrak Orrud in Vortex, and Massif Orcal in Mortal Empires. He is Da big boss of the Greenskins in the Vortex Campaign and intends to finish what he started in Ulthuan by first burning Tor Yvresse to the ground and kill Eltharion the Grim for mucking up da WAAAGH TO END ALL WAAAGHS!!!!! His faction effects are a global recruit time reduction for Goblin units and a -80 diplomatic malus with High Elf factions. His Lord effects include a boost to leadership when fighting against Elves, physical resistance for Goblin units in his armies, and a hefty decrease in upkeep for Chariot and Pump Wagon units in his army. His special mechanic for the campaign is "Grom's Cauldron" which lets him cook various foods for his army and himself to buff up and continue his massive invasion on Da Pointy-eared gits dat need krumpin'. Grom. Never. Walks. He rides his chariot made from the roof of Middenheim's Church of Ulric and is constantly bothered by the head of the mad Shaman Blacktooth, who was reduced to an annoying head after it was cut off by the Grim. Did I mention he gets BIG ORKY ST- NO MATTA DA STUFF USED FOR DA PROCESS, DA FING HAZ GOT TO LOOK LIKE GORK/MORK. It AIN'T ORKY OTHERWISE. His unique Waaagh! heals his troops and gives immune to psych on top of the usual melee stat bonuses. During his campaign Waaagh! armies have a higher chance of getting Pump Wagon units. Quest Items include the Axe of Grom and the Lucky Banner, while he can also get Blacktoof's Head as a talisman through a quest. Their Army Roster can be found [[http://wiki.totalwar.com/w/Greenskin_Roster here]] [[Total War Warhammer/Tactics/Greenskins| More specific tactics here]] <gallery mode="nolines"> File:Grimgor's 'Ardboyz.png|Grimgor's 'Ardboyz File:Bonerattlaz.png|Bonerattlaz File:Crooked_Moon.png|Crooked Moon File:The_Bloody_Handz.png|Bloody Handz File:Broken_Axe.png|Broken Axe </gallery>
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