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===Cons=== *'''Low Leadership:''' Greenskin units tend to have bad Leadership, especially Goblins. The general lack of units that cause Fear or Terror and are Immune to Psychology exacerbates this problem when fighting spooky foes. You have options to mitigate this issue, the Black Orc Big Boss especially, but must still expect your troops to be running fairly often. *'''Tricky Heavy Cavalry:''' Boars are slow movers and tend to lose to most other heavy cav within their price range. As such, you better make sure to support them and work out strategies to get your money's worth from them. *'''Lack of Armour''': If you aren't a Lord/Hero, a Black Orc or a monster your armor is probably defined as "Tissue Paper" *''' Lack of Anti-Large:''' Your anti large options are extremely limited, especially outside campaign where you can at least try to mitigate these issues. Big 'Uns (both kinds), Boar Big 'Uns (both kinds) and the Arachnarok Spider are the only units with unmodified anti-large bonuses and none of them have charge defenses against cavalry and monsters. As such, well-aimed and -timed cavalry charges can ''wreck'' your battle lines. *'''Slow Movers:''' Aside from your gobbo cav, your troops aren't the fastest things around, so expect to be out maneuvered by most good opponents. *'''Lack of Air Power:''' You get exactly two options for flying units: A high-end Wyvern mount for certain Warbosses and a campaign-exclusive Wyvern unit. Between this and merely being decent at ranged, you will learn to hate and despise races with lots of flying options. It also draws attention to how slow your army is to reach the enemy. *'''DLC Reliant:''' As with all Core Races (and soon some DLC ones) a lot of your really good units are behind DLCs. If you want to take your green friends and win somewhat consistently, you may be forced to hand over some extra dough.
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