Editing
Warhammer/Tactics/6th Edition/Orcs&Goblins
(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!
=== Army compositions === ==== Green Tide ==== A traditional mixed Greenskin army focused on overwhelming the enemies with a mix of large numbers and selected hard hitters. You first main goal is too have more units of your enemy and make him finish the deployment of his army before you even come to your heavy hitters. This kind of army will be quite unreliable outside of 1-2 quell animosity bubbles (black orcs!) and if you have boars get them the animosity ignore once banner but that does not really matter. You want one large brick wall of static combat resolution made up of orc boys with T4 as protection and Night Goblins in between. Night Goblins on the flanks should get 1-2 fanatics against enemy cavalry which is essential for the list. To make sure you win enough encounters get yourself at least 2 bolt throwers, 2 wolf chariots and a giant as support. Goblin Doom Diver is helpful as well. Wolf riders will be perfect at distracting your enemy until you are very close. '''Strengths:''' You will always be able to react to your enemies strategy simply by deploying after him and having troops everywhere. You can also protect your heavy hitters by being out of sight of the enemy. There are very few armies that can dish out enough damage in 6 turns to kill your 10+ individual units. '''Weakness:''' Really heavy hitters and the Undead. Really heavy hitters like a bunch of Grail Knights with 2 characters in them will be an issue. Most of your units will be steamrolled. With fanatics, bolt throwers and a giant or large block of snotling you do have enough stuff wear such units down though and if everything goes bad then you can redirect them with some cheap units and then flank or ignore them. The only real weakness of this list comes against large undead armies that cause fear. Relying on your LD against fear / terror and not getting animosity will make your plans very difficult so be prepared for a long and bloody slug fest. Thank god for your giants and Savage Orcs with two hand weapons shine here a lot. ==== The Green WAAAGH Magic Tide ==== This list relies on the fact that Goblin-only armies can take a big boss extra for every 1000 points. So get yourself two Goblin Big Bosses (LD7!), One Night Goblin Great Shaman and 3 other Shamans (mostly NG but bring one regular Goblins for Staff of Sneaky stealing (steal one dispel dice...). Having four magic users at 2000 points is ridiculously great and you still have a lot of points left to get yourself some goblin units, black orcs against animosity, giants etc. all the good stuff just a bit less orcs and special units. The little Waaagh and the Big Waaagh are both excellent lores and if you get your great Shaman the right kit he can do every spell twice and is fairly well protected against miscasts. Really terrifying if gets Gorks Foot twice and Gorks War Path twice - and rerolls from Mork save UZ! This list is one of the most powerful in the game if combined with good support units (like four bolt throwers, two giants and wolf riders and chariots to just redirect and harass enemy shooting...) And do not forget you get extra dices from combats close to your Shamans and pack Nibblas Itty Ring for a bound spell to totally overwhelm your enemy in the magic phase from turn 1 onwards! '''Strengths:''' You absolutely dominate the magic phase and still have points left for a regular army. Which other faction can do the same in 6th? '''Weakness:''' Well there is the small chance of getting multiple miscasts and all the wrong magic spells but this should not be an issue. The big issues is that your Shamans need protection and most of your units are pretty bad at protecting someone due to animosity. Either you let them go alone and park them somewhere safe or you use them in the bubble around your black orcs making some units almost useless. There is no good answer here and you need to be careful at positioning. And don't forget Gork's warpath can flatten your own units so a single Shaman is a very tempting target for your enemy.
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