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==== 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.
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