Editing
Total War Warhammer/Tactics/Greenskins
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Multiplayer Strategies== In most fantasy games, Orcs are usually tied to brute force and smashing your enemy until there is nothing left to smash. And... yeah in this game that's pretty much the case. With the WAAAAGH! battle ability and your great melee stats few factions can really put up a fight with you in melee. However, what most people don't expect is that your army is surprisingly versatile. You got good skirmishing, monsters, magic and artillery allowing you to employ numerous tactics and be pretty sneaky. What really screws the Greenskins over is their poor leadership, and most of your losses won't come from the enemy out fighting you, but from them exploiting your boyz lack of morale. You also aren't exactly the Empire in terms of versatility, as WAAAGH still encourages you to be aggressive. As long as you can keep the boyz in the fight though, Gork and Mork will be plenty pleased. <span style='color:green;font-size:150%'>'''''"WAAAAAAAAAAAAGGGHHHH!!!!!!"'''''</span> *'''Beastmen:''' You need to be aggressive with Beastmen; they do a lot of damage on the charge but you do your best damage in prolonged fights to build up your WAAAAAGH!. An interesting strategy here can be leaving the goblins at home entirely; the enemies considerable speed will be neutralized if everything in your army is a strong fighter that wants to be in melee anyway, and their ranged game is nowhere near strong enough to avoid melee. Just keep your eyes peeled for their monsters; you don't have many options to deal with them and they can cause all manner of problems if you leave them unchecked. *'''Bretonnia:''' You know how greenskins have a distinct lack of anti-large and anti-air weaponry? You will after fighting Bretonnia. Your best bet is to bring a ton of cheap chaff units to surround their knights and lock them into combat; you benefit from prolonged combat and they suffer in it. Squig Herds and Sneaky Gits are your friend here; they're numerous enough to keep enemy knights in place and do enough anti-armour damage to put the hurt on them. Some skirmishing cavalry is also useful, peasants are one of the only infantry units that your goblins can reliably push around on their own. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': As much as the Black Orcs want to get vengeance on their creators it's probably best not to bring them. Chaos Dwarfs can brutally punish elite infantry and it's probably better to go wide with the Boyz. Your light cavalry can easily counter theirs, especially the spiders, while Chaos Dwarfs are almost as vulnerable to big monsters and chariots as their erstwhile kin. Leave the trolls at home however, as the Dawi-Zharr have plentiful access to fire damage and will probably route them off the field almost immediately. *'''Dark Elves:''' It's always interesting to fight an enemy that's as aggressive as you are, and who benefit from a long scrap as much as you do. Dark Elves hit hard and can chase down even your fastest units, so need to be a bit more sneaky to deal with them. Night Goblins can be remarkably useful here; bringing poison and numbers to the fight. Poison is a wonderful tool for whittling Dark Elves down and taking the sting out of their assault. Stone Trolls are great for this battle as they bring magic and missile resistance. And unlike the High Elves, the Dark Elves don't have enough fire damage to reliably counter your trolls. However, they DO have plenty of sources of anti-large, and their Scourgerunners and ap missiles can be very dangerous for your big Arachnaroks and Rogue Idols, so leave them at home unless you're sure you can protect them. Dark Elves have great heavy infantry, but it's expensive for them to bring so you can usually bet on the infantry grind going slightly in your favor. All-in-all Dark Elves are formidable enemies, and make for a very interesting matchup. *'''Dwarfs:''' An iconic matchup; but also a difficult one for you. The good news is that Dwarfs are too slow and too brave to run from combat, so once you get into melee your WAAAAGH! bar will fill almost constantly. The bad news is actually getting into melee in the first place will blow. You're going to need some fast harassers to disrupt the enemy artillery but most dwarfs will bunker up hard and your wolf and spider riders will struggle to break through. Enter the pump-wagon; cheap enough to be spammed, swift enough to get into combat before being shot to death, and with enough mass to disrupt the enemy's formations with repeated cycle charges. The flapping variety is probably best for this; the increased speed is essential to tying the enemy down ASAP. After that, you gotta bring in your big guys; Black Orcs, Big 'Uns, and Boar cavalry will all wreak havoc on dwarfen lines, especially if you bring some night goblins for the poison debuff. If you really want to bring Grimgor Ironhide in multiplayer this is the matchup to do it; even his mount-less ass can catch a Dwarf, and he's enough of a badass to take whatever they can throw at him and come out on top. *'''Empire:''' Fighting the Empire can be a hassle because you can never be certain what the enemy is going to bring. One match they could have a solid gunline, next match it's a Bretonnian-style cavalry army. You need to be ready for just about anything; fortunately greenskins have a large and diverse army to choose from. Units like Goblin Spider Archers and Wolf Chariots can fill a large variety of roles and should be strongly considered against the humans, as well as your generalist units like Orc Boyz and Stone Trolls. Regardless of the individual play-style, virtually every Empire army will have a few wizards and artillery in support, so some fast flanking units will always come in handy. Tip: Don't underestimate the worth a unit or two of Nasty Skulkers can bring to the table. Sending out a suicide screen of the little critters to take out the Empire's artillery will seriously hurt them - without having all that much counterplay because of Stalk. *'''Grand Cathay''': This is going to be pretty similar to playing against Dwarfs or the Empire, falling somewhere between the two in terms of versatility. Bring Wolf or Spider riders once again to screen for your main army and tangle up the enemy gunline. Chariots and monsters may not be the best option for cracking this nut though, given Cathay's plentiful halberd units. Big Un's and Black Orcs will be valuable here, as will goblins with Stalk. Boar Boyz might also be a good investment, as Cathay lacks much in the way of cavalry and is vulnerable to flanking. Your biggest problem are likely to be their large and flying units. Terracotta Sentinels, dragon characters, and Sky Lanterns are all going to be difficult to deal with as you lack both good anti-large and flying units of your own. *'''Greenskins:''' Greenskin internal battles are both interesting and fluffy; and have a surprising amount of nuance simply due to the varieties of units you can bring. In the most generalist terms greenskins counter each other like a game of rock-paper-scissors: goblins can outmaneuver and poison orcs, orcs have the armor piercing damage to bring down monsters, and monsters can trample goblins with impunity. Obviously there is a little more nuance than that, but as a good rule of thumb everything the greenskins have can be hard countered by a different greenskins unit. Mind your positioning and play your strengths against their weaknesses. *'''High Elves:''' First things first: leave the savage orcs at home. High Elves have so much magic and fire damage that any savage orcs you bring will crumble in short order. Try to to be aggressive (even more than usual, if possible) because you cannot survive high elf archery for very long. If you're good with micro and map-presence you can do amazing things with Stone Trolls, they can run rampage through any lines as long as you stay away from fire. You don't have any easy way to deal with Dragons or Dragon Princes aside from pinning them down and chewing through them with black orcs and Arachnarok Spiders, so keep them surrounded as soon as you can. Don't let fancy units like Phoenix Guard or Swordmasters of Hoeth intimidate you; if you can get close enough to krump'em, the elves will collapse like a house of cards. But getting close is easier said then done. *'''Khorne''': A fairly even matchup since Khorne tends to favor a core of heavily armoured elite units supported by more fragile Demons, similar to how your own faction works. Problems with Khorne come in regards to their big monsters and monstrous cavalry which can be a major pain in your green butt to deal with, but their expensiveness makes it possible to tarpit and isolate them. Nasty Skulkers and other varieties of Goblins will really shine here, as their poison will take the edge off their beefy melee line and tip the scales in your favor. *'''Kislev''': *'''Lizardmen:''' This matchup is where your general lack of anti-large options and leadership issues tend to become rather apparent. With a multitude of large, armored dinosaurs that bowl through your unarmored infantry and scare the shit out of the survivors in the process, you will have issues if the Lizardmen monsters have free reign over the battlefield. Have an Arachnarok Spider supported by some Orc Boar Big 'Unz to focus down the bigger beasties while you use Goblin Spider Riders to run circles around any skink skirmishers trying to poke and prod your flanks. Aside said skinks, Lizardmen have a noted lack of ranged firepower, so regular archers won't go amiss against the scaly rank and file on their slow approach. Trolls, if you can ensure any Salamanders the lizards may have brought are thoroughly shut down, can often shoulder their way through most of the infantry the Lizardmen have on tap, but you'll need to keep them away from anything bigger than they are. *'''Norsca:''' An important factor in this matchup is how Norscan Rage compares to greenskin WAAAAAGH! Norscans want to stay in melee combat up to a point, then they start to lose steam and need to break away and recuperate. You pretty much never want to leave melee once your there, and benefit from longer engagements. Pile on the pressure with flanking units and nasty skulkers to keep the enemy locked in combat and grind them out. Your goblins can have a lot of fun against these unarmoured northerners; sneak, skulk and skirmish your way to victory with your brutal cunning and archer cavalry. Keep an eye out for mammoths, though. Your best bet to deal with them are your own monsters, but Norscans are quite good at killing monsters so you'll want to hang back until you've softened their lines up a bit. *'''Nurgle''': Nurgle is slow, wants to stay in a prolonged fight, has no anti-large at all, has weak fliers, is poorly armoured, has mediocre artillery, and has very little defence against missile attacks. Basically, they're completely fucked. The Waaaagh! is powerful enough to overcome Nurgle's progressively growing debuffs and they have basically no way of dealing with your various methods of skirmishing them. Once you swat down any rotflies, drones, or furies; plague toads and pox riders are pretty easy pickings for the likes of stone trolls and boar boy big 'unz, while the Nurglite main line simply isn't killy enough to win before you krump them. *'''Ogre Kingdoms''': If the Dwarfs are the immovable object to your irresistible force then the Ogres are the equally irresistible force. Except you're vulnerable to terror routing and bad at stopping charges and the Ogres are nearly all monsters who can cause terror and charge like run-away freight trains. This is one of those match-ups where you just don't have a lot of good options. Ogre leadbelchers and ironblasters will reduce your monsters to mush, basic ogres can simply plough through just about any number of infantry you throw in their way, and Ogres are disturbingly fast for such fat lads. Skirmishing them may be your best bet since Ogres generally have poor armour and bad shields. *'''Skaven:''' Two words: goblin cavalry. Your orcs will be shot to bits before they can reach the skaven lines, so you'll need to tie them down first. Even the humble wolf riders can reliably beat skaven in melee. But pinning down the enemy line isn't enough to win a battle; bring some orcs (or ideally orc cavalry) to finish the rats off once you've got them trapped. Rock lobbas will also do good in this battle, just make sure they're firing at the right targets. *'''Slaanesh''': *'''Tomb Kings:''' Tomb Kings have a lot of big scary constructs, and you aren't that good against anything big or scary. A Black Orc Warboss or two is a must for the immune to psychology bubble, and some ordinary black orcs wouldn't hurt either. You'll need some fast cavalry to intercept enemy artillery, the screaming skull catapult does even more leadership penalties than other catapults and can quickly shatter your lines. You should be very careful with your monsters in this matchup; Tomb King Necrosphinxs can tear your big beasts apart. The one bit of good news is that you don't have to worry about enemy infantry; skellingtons are trash and even your goblins have a decent chance of beating them in combat. *'''Tzeentch''': *'''Vampire Coast:''' This is a strange one, because most of your best units struggle whilst your often-forgotten units thrive. Black Orcs and monsters will get shot to pieces before they can get into combat, but your humbler ranged cavalry can cause all manner of headaches for the enemy. This is also one of the few circumstances where you'll want orc archers instead of the cheaper goblins; the increased range is really important when fighting a [[Gunpowder (Warhammer Fantasy)|gunpowder]] army. Despite the aforementioned flaws with Black Orcs, you will probably want to keep a squad or two around to shore up your frontlines, Immune to Psychology is just too valuable against an undead army. Just keep some chaff in front of them; most guns can't arc their shots and will have to deal with whatever's in front of them first. Leave the Arachnorak Spiders and Rogue Idols at home, though; those two are just to easy to shoot to be worth the cost. *'''Vampire Counts:''' This is where your low leadership really becomes a problem; you can easily outfight basic Vampire Counts units, but your boyz will often rout anyway from fear. Black Orcs, Squig Herds, and Squig Hoppers are all immune to psychology, and should form the core of your army. This is the match to bring a Rogue Idol, the vampires <i>have</i> to deal with it in melee and that thing gets more dangerous as it gets hurt. Doom Diver catapults are useful here; all artillery is useful against Vampire Counts, but the doom diver is especially good at singling out individual targets. Nothing is more satisfying than watching a VC army crumble because an idiot goblin squished their lord. *'''Warriors of Chaos:''' There aren't many armies that can reliably beat you in melee. Unfortunately, Chaos Warriors can. Bring plenty of artillery and some spider riders to deal with their hellcannons. You're going to need to soften up the Chaos lines before they reach you, but you can't outrun them forever. Chaos Warriors are a hassle for some, but you've got anti-infantry and anti-armour aplenty, which helps out. Black Orcs are one of the only infantry units that can go toe-to-toe with Chaos Chosen and survive; so be sure to bring some of them. Rogue Idols are also pretty great in this matchup, provided you can keep them safe from hellcannons. *'''Wood Elves:''' Ouch. Not a very fun matchup; a good Wood Elves player will kite you across the battlefield while whittling you down with shooting. Your goblin cavalry is almost as fast as the wood elven kind, but struggles to keep the bastards pinned down for long enough to let your other guys catch up. Sneaky Skulkers can be useful here to lock the enemy in place with smoke-bombs, but again; you have to get close to use them. A good bet is to focus on goblins over orcs; goblins are faster, have better missile resistance, and have the numbers to overwhelm the enemy and hold them in place. Just watch out for flanking attacks and cavalry charges.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information