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=== Lords & Heroes === O&G have a wide array of characters. Some better, some worse but your playstyle/army composition will have a large impact on who you want to take with you. * '''Black Orc Warboss:''' One of the best fighters in 6th edition, the BOW is one mean dude. He also suppresses infighting which is handy but also means you would need to stick him close to your boyz to make the best out of it and he takes up two character slots. His mount options are ok - boar is great, chariot risky but powerful and wyvern surprisingly mediocre but makes your killing machine fly and equipment wise he is best fitted with a great weapon and the 1+ save magic armor to protect your most valuable asset. The sad reality is that despite being one of the best fighters and one of the coolest lords he is kind superfluous and overpriced. Skip him and just take a black orc boss at 55 points less or if you want a lord on a wyvern the regular Orc Warboss is a more sensible choice. * '''Orc Warboss:''' No suppression of infighting and slightly less good at fighting than the BOW but if you want to get a good fighting lord on the frontline he is a good choice. Inside a unit he will potentially be a victim of infighting though which is something to keep in mind and overall there is a good argument that you do not strictly need a fighting lord since the bosses are already pretty decent. * '''Savage Orc Warboss:''' Basically no protection and just 1 attack through frenzy more than a regular OW and they want 15 points more... hard pass if not for fluff or coolness reasons. However, if you get him on a boar and give him the pigstabba(+1 str and +1A for up to three for each additional enemy rank) and one of the additional attack items you can get him 10 attacks on the charge for a nasty surprise for the enemy but stars have to align for everything to work out that way and then he costs you on-par with a lvl 4 great shaman. * '''Orc Great Shaman:''' A really great choice for you main magician. He is one of the more durable mages (you can kit him actually out to fight ok just as a joke) and the lores in the book are very powerful. He can right a boar which is a good choice or you can go crazy and put him on a chariot... very orcy. Just be aware that sticking him in a unit means animosity can distract him. * '''Savage Orc Great Shaman:''' Well how about no? A frenzied magician is the last thing you need unless... you make a savage orc only army and want to have fighter / magician general but don't expect any wonders. Overall, having a lvl 4 magician is often a better choice than a fighting general for O&Gs and your regular big bosses are already good fighters so investing in him for magic isnt a bad choice. * '''Goblin Warboss:''' A decent melee fighter for 65 points? Amazing. LD8 isnt great but also not horrible. If you want to field a Goblin only army he is a decent choice and even in a combined army he is a better fighter than a regular Orc Big Boss at the same price. His equipment options are pretty bad though. Give him a great weapon and a magic items that can make him somewhat survivable. On a wolf chariot he will actually be kind of a menace to many enemy troops. * '''Night Goblin Warboss:''' At 55 points the cheapest lord in the whole of 6th edition and there is a reason for it. Even in a straight Night Goblin list try to find a lore reason why the boss is a regular Goblin (or better just get a shaman) and not this abomination. Equipment is bad and no mount. * '''Goblin Great Shaman:''' Ok for what he does and reasonably priced. However, he is outclassed by the Night Goblin Great Shaman. Bring only for Lore Reasons or if you want to use a wolf or chariot for more mobility. * '''Night Goblin Great Shaman:''' Not that much cheaper than the Orc Great Shaman with better stats but this git gets to use magic shrooms to give you W3 additional magic dices in the game. Very good choice for your lord and all in all a powerful spell caster for a good price. In many lists this might be your best choice. * '''Black Orc Big Boss:''' If you want to quell animosity he is an essential choice. He will be great as a general and create a 6inch bubble against animosity around him / make his own unit resilient to it. Taking up to hero choices hurts but unless you want to have a lot of magic attack. If you take him, make him your general, give him 1+ armor safe and a great weapon and laugh at your feeble adversaries who probably will never even dare approach him. A boar is a good mount choice but then his bubble against animosity become more difficult to control. If you plan on rushing the enemy with boar boys a somewhat solid choice though. Skip the chariot even if the thought is hilarious and he becomes a killing monster. * '''Orc Big Boss:''' Great hero choice and for his stats really affordable. You can put him on a mount or chariot without second thoughts and he is one of the few characters I would even consider going BSB since T5 makes him somewhat sturdy. Sadly all the magic banners are pretty awful. Great stuff and unless you want to quell animosity or get a wyvern, he is the only combat hero choice you will ever need. * '''Wild Orc Big Boss:''' at 75 points not as blatantly bad as the lord choice but unless you do it for lore and flavor then he is mostly superfluous. On a boar with a unit of savage orc boar big'uns however he can be really scary - unless you miss your animosity test and get charged by an enemy of course... Give him a great weapon or a shield and a spear if you want him cheap or even better give him the pigstabba and you can get 8 str 5 attacks out of him and his boar if he charges a large infantry unit. * '''Goblin Big Boss:''' If you want to play Goblins only he become somewhat of an important hero with LD7 (don't laugh). He is also fairly cheap and on a wolf chariot with great weapon he gets pretty deadly despite still being cheap. Good guy just not very sturdy unless on a chariot. * '''Night Goblin Big Boss:''' Hard pass. Regular GBB is better in every way for just 5 points more. The worst hero unit in the game actually. Better make up a story why a regular Goblin is in charge of your Night Goblin horde than take this abomination. If you do want to bring him then good luck and at 34 points with great weapon he can be somewhat helpful for your boyz in melee. * '''Goblin Shaman:''' Absolutely superfluous other than for lore reasons except if you want to take your magician on a wolf. Since the lore of the little Waaagh has the fist of gork which is the best magic spell against large units but only a range of 8, it might be a fun idea but your chances to get that particular spell is low and then you still have to get close to the enemy with a goblin on a wolf... Still, if all stars align and this works and isnt dispelled (which it most certainly will) then you have a game winner on your hands. * '''Night Goblin Shaman:''' Great magic user with an array of amazing magic items, magic shrooms to get an extra die when needed and pretty cost effective overall. Good choice.
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