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==Legendary Lords== *'''Grimgor Ironhide:''' The one and only Grimgor is a close-combat beatstick who specialises in cracking lines and peeling tin can infantry. His character-killer abilities also make him ideal for going after enemy Lords and Heroes. Just remember that he's not invincible and will need support to avoid getting crumped by things outside of his jurisdiction. Send chaff units to absorb charges from large single entities, Big 'Uns to help him handle cavalry and monsters, Shamans to boost his stats or obscure his approach where necessary and of course Black Orcs to help him crack heavy infantry lines. His personal skill tree will majorly buff Black Orcs and Big 'Uns in his army, so make sure to go for that as soon as possible. Unfortunately, his biggest weakness is very limited mobility. He gets no mounts and moves at Black Orc speed, making him very vulnerable to kiting from the more mobile factions in the game, so make sure to send fast units like Wolf Riders and Spider Riders to tarpit his targets in case you find him targeting something fast (Elves especially). :: Grimgor's faction, '''Grimgor's 'Ardboyz''' starts in the middle of the Badlands at Black Crag and in a prime position to become a formidable power. Your immediate enemies are the various Greenskin tribes of the Badlands that need a proper krumpin', some Skaven and the isolated Dwarfs of Karak Azul. The main Dwarfen faction of Karaz-A-Karak will be your main enemy for the majority of the early to late game. If you want a general tutorial on how to deal with Dwarfs and their annoyingly thick armour, you pick Grimgor. *'''Azhag the Slaughterer:''' Azhag is a Hybrid Lord that can do a bit of everything and currently the only Orc LL with access to a flying mount in the form of his trusty Wyvern Skullmuncha. Prior to "The Warden and the Paunch", he was the only character the Greenskins had with access to the Lord of Death, which is a pretty good lore, all things considered. In direct combat, he holds up well enough but is inferior against most Lords and Heroes that are either dedicated melee characters (Like Karl Franz or Grimgor) or are just really tanky; but his utility is pretty good. Too bad that his biggest weakness in MP is his exorbitant price tag; Skullmuncha has to be included because he is too flimsy otherwise. ::Azhag got his own faction now! He leads the '''Bonerattlaz''' in the very northeastern corner of the Old World, starting in Red Eye Mountain and diplomatic bonusses with Vampire factions (and Arkhan the Black) and at war with the Elector Count of Ostermark. A unique advantage Azhag has over other Greenskin factions is that he makes Temperate climate settlements inhabitable (it's "unpleaseant" to others). Also worthy of note is that Azhag alone gets access to the Great Halls of Nagashizzar Landmark, which is only available to Vampires and Arkhan the Black and provides immunity to all effects of Vampiric Corruption as well as a +50 opinion increase with these factions. *'''[[Skarsnik]] (DLC):''' is a Triscky lord having a surprising amount of defense and offense despite being a goblin thanks to the squig he is chained to. He is a support lord that will give enemies hell, with Trisksy Traps letting a detachment of your army be invisible until they do a surprise flank. His Waaagh! gives bonuses AP Damage to missile weapons. ::As Boss of the '''Crooked Moon Tribe''', Skarsnik's campaign is almost entirely no Orcs allowed, as he needs to take and hold Karak Eight Peaks to recruit most Orc units. Until then, his goals are essentially a race across the [[Gray Mountains]] and [[Badlands]] towards his old stomping grounds. *'''Wurrzag, The Great Green Prophet (FLC):''' Your obligatory Caster LL, and he is not messing around. As with most caster lords, he shouldn't see combat unless you're absolutely forced to send him into melee. He boosts your spellcasting by a ludicrous degree and is basically the loremaster for the Lore of the big Waaagh!, has Greater Arcane Conduit and great discounts on the best spells his Lore gives him, most notably 'Ere we go! and Foot of Gork. As if that wasn't enough he also makes Savage Orcs almost as tough as Black Orcs ''and making them cheaper in the process''. Can passively give magical attacks to his entire army in campaign which will make them better at krumping everyone except Dwarfs due to their innate magic resistance. (Until game 3 that is.) ::Wurrzag starts to the west of Grimgor in the '''Bloody Handz''' faction. He has the unique mechanic of being able to build Savage Orc recruitment buildings ''anywhere'' on the map instead of merely in the southern portions of the Badlands. *'''Grom the Paunch (DLC):''' Fatter than anyone, Grom is as goofy as he is powerful. Picking Grom unlocks access to his Cauldron, where you can cook food for him and his armies from ingredients that have a mini-quest attached in order to unlock them. Those ingredients come in five categories and their sources are fairly intuitive (Kill a Dragon for dragon wings, kill Dwarfs for Dwarfen Beer etc.). You can also buy them from the Food Merchant which will show up from time to time and can be interacted with by placing a Hero or Army next to her. Different combinations of ingredients give different kinds of food and you need to unlock the recipes themselves first. But what is all this food for, you may now ask? The dishes give ''factionwide'' buffs depending on the recipe, and buffs to Grom himself, and nearly all of them are awesome in some form or another (not to mention that the idea that your main quest revolves around finding stuff to eat is just a hilarious contrast to the usual seriousness of the setting). In combat, Grom isn't that bad either. He gives decent buffs to Goblin units and Pump wagons and he himself rides on his big pimp car (Grom does not walk) as a massive chariot. His big mass (pun intended) ensures that he has little trouble punching through enemy lines, although prolonged exposure to enemies with bonusses against large is not something he likes. ::Grom has the honour of being the only Greenfaction with access to both Mortal Empires and Eye of the Vortex as well having wildly differing starting positions. He leads the '''Broken Axe''' faction and starts the game at war with his eternal enemy, Eltharion the Grim. Your main campaign goal revolves around getting a foothold on Ulthuan and destroying Tor Yvresse, which can take quite some time, but is easily the most fun you can have with any of the Greenskin campaigns, CA did a great job with him. On Mortal Empires, he starts in the middle of Bretonnia in the not-so-creatively named Massif Orcal, on Eye of the Vortex, he starts as far away from Ulthuan as you can get in Karag Orrud, near the southeastern edge of the map. It's important to remember that Eltharion will always send some armies your way. ===Workshop Boyz=== These lads are not leaders of factions, instead being unlockable by any faction through research in the Big Thinkin' techtree. They are both semi-Legendary in that they are Immortal and have specific army-buffing gimmicks but don't have unique voice actors or lines. Also you can change their names. *'''Raknik Spiderclaw:''' Raknik is a Great Goblin Shaman who gives buffs to all kinds of spider-related units in his army, has the ability to summon Spider Hatchlings up to five times as a bound summon spell and can ride a Catchweb Spidershrine. *'''Oglok the 'Orrible:''' Oglok is an Orc Warboss who gives decent bonuses to Orc infantry, Boar Boyz and Boar Chariots.
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