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===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.
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