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==Units== ===Generic Lords=== *'''Orc Warboss:''' The simple and cheaper beatstick Lord. He's not nearly as tricksy as the other two Lords, but he makes up for it with great melee stats. He's also the only other Lord besides Azhag to have a Wyvern mount, and he's a pretty good fighter while mounted. If you just want a fighting Lord to fly around the enemy and wreck their backline, the Warboss does the job just as well as Azhag for considerably cheaper. *'''Goblin Great Shaman:''' Your Little Waaagh! caster Lord. He was originally a cheap but fragile debuffing caster, but he got a lot tougher and more dangerous once the Warden and the Paunch DLC added the option to ride a Spidershrine. Also has an ability that increase an enemy targets recharge time for extra obnoxiousness if you know how recharge-time works. *'''Night Goblin Warboss (DLC):''' A cheaper, enemy controller type of Lord. Annoying as hell with conjuring Wrecking Ball Loons, which causes enemies to rampage, and then Tormentor Sword to lock them in place so they get dogpiled. He's a surprisingly decent duelist especially with a giant cave squig mount, although his low armour means he has to be careful who he goes up against. On the campaign he also unlocks the Goblin-buffing perks Grom and Skarnik have in their skilltrees, making pure Goblin Armies viable in the first place. ===Heroes=== *'''Goblin Big Boss:''' Low cost and surprisingly decent stats. Take 2-3 of them and have them roam around gooning enemy Lords + Heroes. Always give them a mount. The wolf is faster + cheaper, the spider gives poison attacks to cripple high-value targets. *'''Orc Shaman:''' Your damage-dealing and buffing wizard. Even on a Warboar, is relatively slower than his contemporary mages on their own faction mount. He is easy to catch but has decent melee offense by virtue of being part of the Orc race but less melee defense than a contemporary old-magic-man so his hp pool will quickly drain to zero. *'''Night Goblin Shaman:''' The sneaky debuffing caster, and he needs to be sneaky because he's just a night goblin with no mount options. He's an excellent ambusher with both Vanguard and Stalk for quickly unleashing his spells (likely before getting trampled), and he even gets some magic 'shrooms so he can cast the same spell several times in quick secession. *'''Black Orc Big Boss:''' Big tough guy that holds the line in addition to or while the Lord is away. Has the best overall melee stats and highest armor value of your Heroes. He's a pretty great fighter, but seriously hampered by his lack of a decent mount. He also provides an aura granting allied units Immune to Psychology, shoring up the low leadership that plagues most greenskins. *'''River Troll Hag (DLC):''' Your Death caster outside Azhag, while also being very tanky with high ap weapon damage like all swamp trolls. She has the ability to snipe and debuff important enemies while brawling it out in the front lines, but her slow speed and large size makes her easy pickings for fire arrows. Consider taking her against factions with lots of ethereal units. Aspect of the dreadknight is the only way for greenskins to get magical attacks to cut down units with physical resistance. ===Melee Infantry=== *'''Goblins:''' Ah, the humble Goblin. One of the few units in the game to match the numbers of Skaven and being a decent option for tarpits for that very reason. All but the most aggressive factions (Think Darks Elves or Norscans) will need quite some time to chew through 160 bodies, and if you combine them with Grom or Skarsnik, they become decent core troops on their own, thanks to the bonusses on Physical Resist and Melee Attack the Goblin Bosses can stack on them. Don't come with a bonus vs. large outside of campaign buffs and even then don't rely on it, since their weapon strength is rather poor. *'''Night Goblins:''' Crazed Gobbos that are high as a kite and bring poisoned attacks to the table. Night Goblins are really just Goblins +1, gaining Vanguard Deployment poisoned attacks, stalk and better Melee attack. You might not use the base version in the campaign all that much, since Fanatics are superior in almost any way. As with regular Goblins, picking the right Lord can also elevate them to decent Frontline-level. **'''Da Warlord's Boyz (ROR, DLC):''' Night goblin warriors that trade poison for Armor rending. These nuts are a great way to patch up your lack of armour-piercing damage in the early game. They also have a place in multi-player as a cheap way to give your mobs an edge against armoured foes. *'''Night Goblins (Fanatics):''' Identical to regular Night Goblins except for having an ability that can clear entire units if used right. Ignore the game telling you it's a vortex with unpredictable release, it's actually identical to Breath-type spells and release exactly where you tell it to. **'''Da Eight Peak Loonies (ROR, DLC):''' Unbreakable gobbo tarpits. Just don't wait till the last moment to use their ability since it's disabled below 25% HP. *'''Orc Boyz:''' Da Boyz! They are no slouch and have a lot going for them. While a bit on the pricey side for an early game unit, Boyz love smashing stuff in melee and dominate early game melee encounters with ease and can even hold their ground against some of the more elite units the AI will use. Sturdy, reliable, dead killy. *'''Nasty Skulkers:''' Glass cannon kan-openers. Stalk allows you to get them to exactly where your opponent least wants them while their smoke bomb keeps victims from getting away by slowing their movement speed by 76% for 21 seconds. Extremely effective for their cost while still coming with Goblin numbers of entities in each unit. They're also a good counter against armored heavy cav that other greenskin units struggle against. Smoke bombs + large model numbers swamps cavalry and keeps them from cycle charging while stalk means an inattentive enemy might blunder his cav into your skulkers without noticing them. *'''Savage Orcs:''' Savage Orcs differ from regular Boyz in that they can only be built on Orc pilgrimage sites and have no armour. They make up for it by having physical resistance, a small ward save that can be buffed through research and Wurrzag. Generally speaking, more of a glass cannon. *'''Orc Big Uns:''' Even killier than regular boys, Big 'Uns love smashing stuff and do it in a truly great fashion. Notable downsides to them are their relatively high price and their lack of a shield; missile units love shooting at them. *'''Savage Orc Big Uns:''' The equivalent on the Savage side of the Orcs, but these guys are absurdly deadly and only Black Orcs surpass them, Wurrzag makes them arguably even stronger. *'''Black Orcs:''' Da big Boyz. By the time they show up, the enemy frontline might as well just pack up and leave. If they do leave, you might be in a bit of trouble, since Black Orcs move very slowly (a base speed of 34 when running is considerably slower than standard infantry speed, which is in the 40-45 range for most factions) and are more than other similar elite units in the game dependent on tarpits to tie their targets down. Once they are in melee, you're in for a treat though. Base leadership of 87 means that there is practically nothing in the game they will run from, an abundance of AP damage and an obscene base weapon strength of 70 (for comparison: Swordmasters of Hoeth have 45 WS) turn every enemy unit into a fine red mist within minutes. Just beware artillery and gunners. **'''Da Krimson Killas (ROR, DLC):''' Have two axes and can just exterminate any other Melee infantry in the game. Has a unique (for infantry units) cleave attack where each unit will swing their two axes hitting multiple enemies at once ''with each swing''. This makes them unparalleled infantry killers, and the single best infantry unit in the entire game. Slap Grimgor's Immortulz banner on them, stick them in a chokepoint and watch them beat entire armies by themselves. ===Ranged Infantry=== *'''Goblin Archers:''' Your first foot archer option and... uh... there's not much to say about them, really. They slightly out-damage Skavenslave Slingers (Hint: that's not really all that good) and can get upgrades to increase their Armour-Piercing damage from 1 damage to a whopping 4. They have their use as counters to skirmishers and cavalry archers, but get rid of them as soon as something better arrives on the scene. *'''Night Goblin Archers/Night Goblin Archer Fanatics:''' The much preferable alternative to either of the Orc Archers and basic Goblin Archers. They share the comparatively low base damage of their arrows with similar bow infantry, but get poisoned shots - invaluable to whittle down big beasts or elite units. In a pinch you can also build them as Fanatics, that gives them a good answer to crowds - but that's really something you better leave to melee Night Goblins. **'''Da Rusty Arrers (ROR):''' Night gobbo archers with armor sundering. These guys make a great center for your shooting line: use them to open the enemy armour before the rest of your army finishes them off. *'''Orc Arrer Boyz:''' A very, very two-sided sword. They gain much needed range and missile strength over Goblins, but at the cost of low accuracy and a low model count of just 80. Not all that good considering that they often lose even against mid-tier Missile Cavalry. *'''Savage Orc Arrer Boyz:''' The same deal as Arrer Boyz, minus the armour. Yay. Only use them when no other options are available. ===Cavalry and Beasts=== *'''Goblin Wolf Riders:''' Cheap and quick. Has a similar stat line as generic goblins and a much lower unit count, so they don't do well against anything that can actually fight back. Low cost + high speed makes them well suited for killing weapon teams and harassing broken units off the map, similar to chaos warhounds. **'''Moon-howlers: (RoR)''' Gives them fear. If you need to chase low leadership enemies off the field, these are the ones to do it. *'''Goblin Wolf Rider Archers:''' Very fast, meek skirmisher unit. Can be used to annoy the shit out of everything on foot and particularly dwarfs, but not much else. *'''Forest Goblin Spider Riders:''' Straight upgrade from Wolf Riders, except now they actually stand a chance of killing something reliably, due to poison. Their cheapness combined with their speed make them excellent expendable throwaway units to put the enemy backline into serious disarray, while anything short of Dark Elven Dark Riders is completely unable to catch them. *'''Forest Goblin Spider Rider Archers:''' Ranged poison delivery system. Much like the spear variety, these are a straight upgrade to wolf-riders and will accomplish more against any foe they fight. **'''Deff Creepers: (RoR)''' Spider rider archers with Regeneration. Quite a boon for an army that doesn't have any healing, but at the end of the day, they're still just spider riders. A decent pick, but not always worth the cost. *'''Orc Boar Boyz:''' Your anti-infantry heavy cav. They're only have 60 speed, so don't overextend them. They can't outrun fast monsters + most enemy cav so it's pretty much game over for them if they get caught out of position. *'''Orc Boar Big 'Unz:''' Your anti-large heavy cav. They have similar speed problems as vanilla boar boys so you'll primarily use them to deter enemy cav from charging your boyz. **'''Broken Tusks Mob:''' Bigger and stronger Boar Big 'Unz. There's no gimmick with this unit; they're just Orc Boar Big 'Unz with more health, armour, and damage. Simple but pretty damn effective. *'''Savage Orc Boar Boyz''': Actually better than regular Boar Boyz, especially when Wurrzag is leading your army. They might lose missile resistance and armour in exchange for raw Physical resist (which Wurrzag can buff up to 56%!) but gain a substantial amount of weapon strength, melee attack, AP and Frenzy. *'''Savage Orc Boar Big 'Unz''': Good lord, here is a proppa heavy cav for da boyz. As with the standard boar boyz, much better than their "civilized" counterparts, due to their raw damage output and a bonus vs. Infantry, especially when used with Wurrzag as your leader. Compared with regular Boar Big 'Unz, they lose their ability to fight cavalry as efficiently, so you need to look out for anything on horse or bigger. **Scrap upgrades can give them an armor and speed bonus, or +10 antilarge to make them slightly better all-rounders. The armor and speed combo isn't bad, but it's also tempting to just go all in on offense, especially with Wurrzag's physical resistance buff already making them tougher. *'''Squig Herd (DLC):''' Cheap armor piercing infantry blenders with immune to psychology and rampage. These little balls of teeth and fury are as unsubtle as they are effective; just point them at the biggest infantry the enemy has and let them go. They'll all die, but they'll take quite a few enemies down with them. Rampage is more of a benefit than a drawback for these guys; they're so disposable that blindly attacking whatever is in front of them is a better value than if they ran away. And at only 350g each, they'll trade upwards into almost everything in multiplayer. Won't win any battles on their own, but they will soften up enemies before the propa gits finish the job. *'''Night Goblin Squig Hoppers (DLC):''' Similar to spider riders, these guys are a fast poison delivery system. Squig Hoppers are fragile and cheap but extremely quick backline harasser units that make mincemeat out of a plethora of missile units, as well as elite infantry, thanks to a bonus vs. infantry and AP attacks. The downside is that they are very squishy and vulnerable to intercepting cavalry, to which they have no answers to. **'''Durkit's Squigs: (RoR):''' Squig Hoppers with added missile resistance. Hoppers are pretty squishy, so anything to keep them alive helps. ===Monsters and Chariots=== *'''Trolls:''' Good stats and regeneration, but terrible leadership. Their purpose is cycle charging, taking breaks to recover. Completely outclassed by their DLC troll cousins. *'''River Trolls (DLC):''' An improvement on vanilla trolls with better melee defense and reduce enemy DPS around them. Not as good as Stone Trolls in a straight up fight, but useful as support trolls. They recruit quicker than Stone Trolls, which is a plus. **'''Da Swamp Fingz (RoR, DLC):''' Swamp Trolls with terror and poison. Causing terror is all well and good, but more importantly the ability makes Da Swamp Fings immune to fear and terror, an invaluable trait for such an expensive unit that normally struggles with leadership. *'''Stone Trolls (DLC):''' The best of the three Troll Units, packing more punch and are significantly more durable with built in magic and missile resistance, and of course, armor. Less regen though. **These guys autoresolve well and do 81 points of AP damage per swing. They do well against pretty much anything that isn’t dedicated anti-large or fire (which is now pretty common). *'''Arachnarok Spider:''' Your big iconic monster. This bad girl has everything you could hope for: speed, armour, anti-large damage, and poison attacks. It even has some goblin archers on top for a bit of ranged damage. One often-overlooked factor is that the Arachnarok Spider has the strider ability, allowing it to move through forests and other terrain with no cost in speed. **'''The Arachnarok Queen:''' Even better at slaying monsters that the normal Arachnarok, and the queen has the unique ability to summon units of spider hatchlings to absorb enemy charges, help pin down the foe, or clear out enemy chaff. *'''Rogue Idol (DLC):''' If you want to pummel the enemy front line with the biggest, bluntest object you can find, accept no substitutes. Rogue Idols are scary frontline beatsticks with a crapload of armour and HP that start falling apart when they run low on health, damaging everything around them. It's one crucial weakness is being the slowest unit in the game, making it vulnerable to kiting and fairly easy even for basic infantry to avoid them. Pinning the enemy down with goblins isn't very effective for this monster; the idol is so damn slow that any enemy worth attacking will kill the chaff before you get to them. These guys are absolute monsters when laying siege to an enemy; walls and towers are about the only thing a rogue idol can consistently outrun. **'''Da big 'Un (RoR, DLC):''' A Rogue Idol that doubles as an Artillery piece can replenish its ammo at the cost of HP. The addition of a ranged attack goes a long way for making up for the Idol's lack of speed. *'''Giant:''' No. Just no. Giants are far too frail and far too vulnerable to getting tarpitted to be even worth considering, not to mention their price. You could get an Anachnarok Spider for the same money that does the same things a Giant does, with some added missile support and much more durability and mobility. Starting a campaign with Wurrzag gets you one for free, and Azahg needs to get one as part of his legendary armour quest. Aside from those two circumstances you should never bother to get them. *'''Goblin Wolf Chariots:''' A fast hybrid chariot that can shoot with bows and charge into melee. Most of the time, a unit of wolf archers or a boar chariot will do the job better; but there is something to be said for versatility. Skarsnik and Grom can both get more use out of them in the campaign, but in multiplayer it's usually better to leave them out. **'''Teef Robbers (ROR):''' Wolf chariots with vanguard deployment, allowing them to set up right beside the ordinary wolf riders. *'''Orc Boar Chariot:''' The big heavy chariot. Like everything orc it's slow, tough, and hits like a ton of bricks. The armour and melee defense mean it won't immediately crumble if it gets stuck in combat, which is good because it's so dang slow that it can't always escape from the enemy. This thing works best as the spear-tip for a larger boar charge; the chariot can put a hole in the enemy lines, and the boar cavalry can keep it open for the chariot to escape. The boar chariot is also great for beginner players to learn the basics of cycle charging; it's armour makes it more forgiving of mistakes and the slower speed makes it easier to see when to hit and when to run. The closest equivalent is the spiky rollaz pump wagon; both cost about the same points and the same tier in the campaign, but the spiky pump wagon does more charge damage, while the boar chariot is better for sustained combats. *'''Snotling Pump Wagons (Regular/Flappas/Spikey Rollaz) (DLC):''' The snotling pumpwagons are fragile little chariots that come in 3 varieties: the cheap one (regular), the fast one (flappas), and the heavy one (spikey rollas). In all three cases they are flimsy little lawnmowers who need to rely on cycle charging to do any real damage. They're good if you can micro them effectively, but they'll fall apart if they get trapped in combat. **Spikey Rollaz have better charge and AP, while the Flappas are faster. Always take the Spiky ones, especially against Cathay and Dwarfs. **Alternate (Campaign) Opinion: These little guys are fast, massed, and most importantly, '''expendable''' ''Chariots'', and like all Chariots, they make Dwarfs and other infantry blobs cry by disrupting their formations/bracing. You ''don’t'' have to actually micro them to be useful, they just need to grab the opponents attention and fire while your more substantial units plod their way to the scrap. They do anti-infantry a lot better than the Boar Boyz, and can be upgraded to have 20% Physical resistance, making them surprisingly durable. When they inevitably rout, their larger unit sizes means you'll have a few left over to charge back in, either frontally if your Boyz havent made it yet, or on the flanks. And again, because they're expendable, only Goblins will care if the unit breaks, unlike the slower Troll units. ***'''Tl;dr''': Get a few units of Spiky rollers, kit them with chariot armor, then charge them straight into your opponents most heavily-armored infantry, or their annoying missile units (or both, as with Ironbreakers) to tie them up and disrupt their charge defense. **'''Logey Bogey's Spore 'Sploda's: (RoR):''' This is a weird one. Each chariot has a cache of explosive spores on the front that burst out when it charges into combat, causing some decent damage in a very large area. The spores take 60 seconds to regrow and the cooldown only begins once the wagon is out of combat. Best used to destroy enemy chaff very quickly; but whilst the spores are on cooldown they pump-wagons are basically identical to the normal variety. They need good micro to be useful, even more than normal pump-wagons. ===Artillery=== *'''Goblin Rock Lobbers:''' Generic catapult with decent damage and armor piercing. Cheaper than the Doom-Diver catapult with slightly less damage and much less accuracy. Still a decent weapon, and cheap enough to be fit into most armies. Keep in mind the crew is just a bunch of goblins and they're even more helpless than most artillery crews. Can be useful on harder campaign difficulties that make AI dwarf warriors all but unbreakable. **'''Hammer of Gork: (RoR)''' Rock Lobbers that blind whatever they hit, making them great for debuffing an enemy before you smash them in melee. *'''Doom Diver Catapults:''' More damage than the Rock Lobber, shockingly accurate, and utterly hilarious. Their projectiles home in on the enemy, a distinction they share only with Hellcannons. Best used for eliminating key units in the enemy army before they can cause you any problems. If you got the attention to spare taking manual control of them allows you to fly the projectile. ===WAAAAAGH Units/Campaign Only=== *'''Lava Goblin Spider Rider Archers:''' Now that's a mouthful. Trade the poisoned shots for Fire Damage, which makes them infinitely more viable as a harassing skirmisher unit. *'''Spider Hatchlings:''' Essentially smaller, cheaper spider riders. A cheap way to bring fast poison to the battlefield, but not much else. You can recruit these early in game as Grom during the vortex campaign, but you should phase them out for true spider cavalry ASAP. *'''Armoured Squig Hoppers:''' Just what it says on the tin: squig hoppers, but with armour. Ordinary squig hoppers are pretty squishy, so anything to increase their survivability helps. *'''Soopa Squig:''' A squig that explodes when it charges into an enemy in the same way a Bloated Corpse does. Make sure it actually gets to its destination as the enemy will focus fire on it the moment it gets into range. *'''Lava Arachnarok Spider:''' Arachnarok Spider with 50% fire resistance and three uses of free fire barrage that lays waste to targets with low armour in its vicinity. Pretty great, but very rare. *'''Feral Wyvern:''' It's your only air unit outside of the warboss, and not a terrible one at that. Flying poison is always useful, and air support is always a good thing. *'''Feral Hydra:''' It's a hydra, but on the side of the Greenskins. Stat-wise it's identical to the Dark Elf War Hydra.
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