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==Building Your Army== The important thing to remember when assembling your Waaagh! is to pick a theme and stick with it. A big downfall of having so many options in the army book is that players can get overwhelmed and try to take one of everything. Mixing too many strategies together is generally a bad idea. For example, it'd probably be a bad move to mix a slow unit like black orcs or trolls in with an all mounted army; by the time these squads get there, chances are your cavalry has already done most of the work (or has been slaughtered and can no longer support your big things). Additionally, both Animosity and Panic tends to be a big problem for O&G, so you should try to build your army in a way that maximizes your bosses' Ld range and minimizes Animosity. ===Buying Your Army=== As with any army, start with your core choices and first lord or hero and build from there. Always determine just what army you are trying to build before you start purchasing. Sit down with an experienced player and discuss what units synergize best with each other if you are having trouble figuring things out. ===Greenskin Races=== Your army is divided into several different Greenskin species, each with there own specialty. *'''Orcs:''' Your melee boyz. People say that Orcs are strong guys but have bad leadership. but on paper, they do look a lot more like average humans with some important differences. they have average leadership, So take leadership tests the same as a Human unit. The difference is that they only Initiative 2, so taking casualties unless getting a charge off on another slow army. This is made up for by being toughness 4 (able to take more unmodified wound roll) and getting +1 strength during the first combat round, making Boyz S4. This makes Orc Fairly good during the first round of combat (especially if they were the ones charging) so the enemy has to roll their break tests instead of rolling your average. After then, most orcs peter out to become more expensive but slightly tougher humans. **'''Orc:''' Standard orc. Durable and or cheap choice with access to armor along with the orcs natural Toughness. **'''Black Orc:''' Bigger and no-nonsense than the common orc. Get the best gear, don't have Animosity and Immunity (Psychology). **'''Savage Orc:''' Go wild with no Body armour for Frenzy and a Ward save(6+). Very aggressive with a lot of attacks, while not needing to paying more to be resistant to Ap attacks. *'''Goblin:''' your chaff, and tool kit side of the army. Very cheap by trading for subpar WS and Ld. Still average BS for forming good cheap Archer blocks. Also for fluff and old balancing response, Elf armies get cause fear (likely to prevent tarpitting their expensive units which they all are). Do well as cheap guy so fill up army numbers, and possess severy cheap flanking options. **'''Goblin:''' Common chaff, with some armor on them to make them last longer. Also provides your fastest fast calv. **'''Forest Goblin:''' Shirtless common goblins with Forest Strider and option for Poison attacks. Also, have poisonous Spider calvery to crawl over things. **'''Night Goblin:''' Trade armor for Synergy gimmicks. They all are just as quick as normal humans and Hate Dwarf but have even lower leadership at the lowest of 5. Get lots of Debuff and buffing Synergies and lots of Random moving wrecking balls. ===Army Composition=== You should be judiciously paying for standards, musicians, and characters to boost leadership. In order to lead your greenskins to victory, it is absolutely vital to have an inspiring presence on as many units as you can. To achieve this there are many types of army composition available to you: *'''Orc Warboss and BSB:''' Provides leadership 9 and rerolls, a strong default choice. The Warboss is a powerful combat character and his Waaagh ability is a fun bonus, albeit small and easy to forget. You can put him on a wyvern for a bigger leadership bubble but most competitive advice will discourage you from doing so, as it is just begging to get sniped on turn 1. The Warboss does a better job on the front line, sending challenges to enemy characters and providing combat resolution through sheer butchery. *'''Goblin Warboss with BSB and Banner of Discipline:''' An alternative to the Orc Warboss, this setup provides leadership 9 and rerolls for those who wish to stick to a goblin-only army. Generally, you want to put both the General and BSB in a bunker behind the fighting troops. This makes it harder for the opponent to assassinate either the general or BSB, who are vital in this case since goblins have low leadership by themselves. *'''Gorbad Ironclaw:''' A special character, this guy provides both leadership 10 and rerolls at the same time! Problem 1: he's a special character and they aren't always allowed. Problem 2: he's expensive as all fuck. Problem 3: he is a standard bearer and is therefore bound by the rules that normally affect standard-bearers. That means he cannot run, ever. A standard bearer is automatically removed from play when a unit breaks and the same goes for this guy, regardless of whether he is a legendary badass that just happens to have a flag on his back. All things considered, unless you absolutely want to field this character for a fluffy reason then you're better off with a separate Warboss and BSB. *'''Orc Great Shaman and BSB with Banner of Discipline:''' Provides leadership 9, rerolls and magic support all at the same time. This is a pretty interesting setup since unlike most wizards, this bad dude is T5 and can actually survive in combat. Equipped with Fencer's Blade and buffed by Fist of Gork, he can even dish out a lot of hurts. He can also be made to carry the Shrunken Head in a unit of Savage Orcs Big 'Uns, in which case he will also be protected by a 5+ ward save. As usual, the biggest danger of using a Wizard general is miscasting: if the shaman gets sucked into the warp on turn 1 then you can pretty much pack your things and go home. Regardless of what you choose, remember to stick with your army theme. Whether you want to use huge blocks of infantry, multiple small units, big scary monsters or swarms of cavalry, you don't want to end up with too many strategies on the field. If you're going to try something then you need to commit to it. An OnG army with no direction will fall apart quickly. ===Magic Items=== Anything that gives ward saves is always handy. Bosses should take magic weapons, and Shamans should take things that either boost their own power dice or fuck up the enemy's magic phase. It's also hilarious to put the one that turns enemy wizards into toads on a low-level shaman as well. Lastly, if there is a magic banner that can help with Ld issues in your army, take it. The problem with magic weapons for O&G is not about the effect to price ratio actually and more about the price at all and kind of effect. In fact, Orcs and Goblins are just an army that doesn't need pricy weapons that let them attack faster (via ASF or Initiative). Weapons giving you more attack or strength are mostly omitted as they cost their share (fair) and help you kill with characters you don't want to do most of the time! Firstly our bosses are vital in providing Leadership. Secondly, they are weakly kitted for combat (speaking about base stats). They desperately need some better protection above T5. Firstly focus on making your vital characters protected - which means BSB, General, main Shaman, and probably secondary shaman (the last one don't have to be protected - scroll caddy should be enough). After that, one should think about obvious magic protection, and then you see that you either don't have points for making your characters killy, or simply other units will do that better. You will end up taking cheapish magic weapons to kill damned banshees and kind. Orcs cannot be blender lords like Vampires, Chaos Lords, High or Dark Elves. They don't make good killy cowboys (partially due to bad kinds of transportation). Goblins can be cheapish cowboys instead. There is no place for pricy magic weapons, and you better come to terms with it if you want to play competitively. ===Magic=== Each shaman gets unique lores based on their race. Often times you may want your army list to have a mix of lores. Additionally, sometimes greater numbers of lesser shamans can be more effective than a single great shaman, as with the typical greenskin Ld they will be miscasting at least once a game. It's always nice to have backup casters when your main one's head explodes in a shower of magical gore and brains (and it WILL). The main lore affects everyone and supports lore for their own faction as a noticeable trend. Orc Lot of S5 damage spell and plenty of snipers spells around. The Augments and Hex are amazing when stacked. *'''Spells of da Big Waaagh!:''' your generic orc lore Throws around spells to flatten enemies with damage and also help any Boyz unit. The High damage from Gaze of Mork and Foot of Gork + 'Eadbutt snipes wizards. On the support side Fists of Gork + 'Ere We Go! can make an orc first CC round S5+ Rerolling hits and WAAAGH! Lets them make a 2d6" 360-degree swivel move to the nearest enemy. Tempting on any orc heavy list. *'''Spells of da Savage Waaagh!:''' Geared more to support Savage orks but still damaging. For Greater effect having a normal shaman cast Fists of Gork + Brutal Beast Spirits on savage ork is extra crumping. on a Savage wizard Lord, cast Squiggly Curse before you magic spam for that +d3 casting bonus. *'''Spells of da Little Waaagh!:''' Classic lore of sneaky tricks, Sniping, and debuffing. Sneaky Stabbin' synergizes the goblin strategy. Brain Bursta, Nikkit! Nikkit! (also steal items), and Mork Wants Ya! snipes enemy characters out. Mork Save Uz! helps anyone, including orcs. *'''Spells of da Bad Moon:''' the supporting lore for Night Goblins. Mostly offensive, with some debuffs. Vindictive Glare and The Great Green Spite(+ big goblin unit) obliterates hoard units. Squig Lure is a must in a list with Squigs. Itchy Nuisance reduces the threat range of enemies and lets orc & goblins swing before elves. Night Shroud is a must for Night goblins. *'''Spells of da Spider God:''' Supporting lore for Forest Goblins. More of a grab bag, they still make Forest Goblins better, and good debuffs against problem units. Venomous Spiderlings still widdles down unarmoured foes. Scuttling Terrors lets spiders move faster than wolfs. Overcasting Chitinous Armour is a must to make greenskins feel they wearing at least heavy armour. *'''Death:''' have a little access from Troll hags and Lv2 from Azhag. You can snipe characters and monsters while generating dice and mess with the enemy's Toughness and leadership at that level. Toughness is a problem for most goblins and you want the enemy to break the first turn of combat before you orcs break the next turn. EX: A good magic combo is usually a level 3 Orc Great Shaman, a level 1 (or 2) goblin shaman, and one other Shaman dependent on which race you wish to support more. The Savage Orc usually totes the lucky shrunken head. The goblin is either a level 1 with the ruby ring of ruin or a level 2.
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