Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins

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For your Orcs, as well as your Goblins and Trolls

Orruks Summary

Orruks do one thing, and one thing well: Mobs.

Unit Analysis

Greenskinz Heroes

  • Gorbad Ironclaw: That big bad Boarboss is still pretty frightening in AOS. Sure, he only has a 4+, but with 7 wounds and a 9" moving range, he's still pretty survivable. His badass axe deals 5 3+/3+/-2/d3 attacks, which can easily mulch up anything sub-Stormcast, and even give them a run for their money too. In addition, all Greenskinz models within 6" of him get re-roll wound rolls of 1, so he's worth plonking with a good mob of boyz. His Command Ability makes all Greenskinz within 16" of him add 2+ Bravery and expand his wound re-rolling ability to 16", making him even better for a big Waaagh-charge.
  • Azhag the Slaughterer: Big guy. Really big, like 12 Wounds 8 Bravery flying 12-4" movement monster big. His attacks are plentiful, from his 6 3+ (With re-rolls)/3+/-1/1 sure-striking weapons to his Wyvern's 4+/3+/-1/2 attacks (Though the volume decreases as he gets more hurt) or the even deadlier 2 4+/2+ (Though this drops with injuries)/-1/3 attack which can, if it hits but doesn't kill a model, chucks another mortal wound on a 4+. His unique spell (Value 5) makes an enemy within 24" test Bravery on 2d6, with failing inflicting d3 Mortal Wounds, while rolling a result double their bravery forces d6 Mortal Wounds. Meh. His Command Ability's pretty neat though, as he gives an Orruk unit within 18" +1 to all Hit, Run, and Charge rolls for the rest of the turn.
  • Orc Warboss: The base proppa Orruk hero, with plenty of loadouts: Choppa/Shield (Which can re-roll saves), Double Choppas (Inflicting 8 3+/3+/-1/1 hits instead of the usual 6), a Massive Choppa (Adding to the Rend and d3 damage at the cost of half your attacks and a weaker hit roll), or a Waaagh! Banner (Which is a joke as a weapon, hitting as hard as most humies. Don't.). He also can ride a boar, giving him better range, though and a spare weapon of average usefulness. Either way, he gets his Command Ability: WAAAGH! This gives all Orruks within 12" of him another attack. No matter what your primary composition of Orruks, always bring this guy if you plan on being a respectable Orruk player.
    • The Banner makes the boss a Totem, and enables all Orruks within 16" of it to re-roll wound rolls of 1.
  • Orc Warboss on Wyvern: Pretty much Azhag, though you lose out on his weapons and get 10 Wounds. However, you're a bit more survivable as you get a shield to re-roll saves. Also, you can still issue Waaaghs as a Command Ability, so he's definitely better for support.
  • Orc Great Shaman: A Warboss who's slightly worse in every way (And only has a middling weapon), but becomes a wizard. When placed near a mob of 20 or more, he gets +1 to cast and he has one pretty sweet spell: 3 visible units within 20" of him have to roll d6: On a 2+, they take a mortal wound, on a 6, they eat d3 mortal wounds. He can take a Boar to make him mobile, which is a good idea because he's not someone to throw into a fight and expect to win.
  • Orc Bully: Statwise similar to the Shaman but loses a wound and the option for a mount. The only reason you take him is to keep the Grot Crews of nearby warmachines from having to eat Battleshock.

Greenskinz Units

  • Orcs: Da boyz. Really, their weapons are almost identical (The choppa gives -1 rending, but that's all) and a re-rollable save. Doubling up on the Choppas is pretty weak, as they only let you re-roll hit rolls of 1 and lose out on the re-roll. Buying 20+ for a mob is recommended, as they all gain a bonus attack (So boyz get 2 and the boss gets 3).
    • Waaagh Drummer: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
    • Standard Bearer: Boyz get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Skull Icon gives a mob the ability to prevent a unit from breaking on a 6. Either one's okay, really.
  • Orc Arrer Boyz: Still kinda lacking in small numbers. The Arrers are worse to hit, their Cuttas are worse to wound. IF they sit still and find an enemy further than melee range, then they can add +1 ot their hit rolls.
  • Orc Boar Boyz: Orcs with better movement and a bonus wound, the boar makes a big boost for them as they become mobile, retain the re-roll save provided by their shields, and their Boar's tusks, while no better than their normal weapons, have double attacks and re-roll to-wound if they charged into battle. When buffed by a Warboss or Gorbad, they get to be even more dangerous.
    • Waaagh Horns: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
    • Glyph Bearer: This glyph adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. Not bad, and it'll make sure that these gitz stick even when the charge doesn't end well.
  • Orc Boar Chariots: It's not as powerful as before, as it's stuck with the spears and the Boars themselves for attacks (Though they do get the re-rolls if they charge). Charging is pretty much the big thing you should be using it for; Not only do the boars re-roll to wound when they charge, but the chariot also has a chance to inflict d3 additional mortal wounds, capable of wiping through base squads with some playing and support.
  • Ruglud's Armoured Orcs: A curiously special clan or Arrer Boyz with a better save and Crossbows that actually have a good chance of wounding someone. Their cuttas are still kinda meh, though their 3-wound boss Ruglud can make sure the hit sticks with a Wound value of 3+. They come with Maggot, who adds +1 Bravery and can negate mortal wounds he takes on a 4+. if Ruglud's alive and they don't move, they now get to shoot twice, making them even better. Oh, and the Drummer, but you really should be focusing on shootan.

Ironjaw Heroes

  • Grimgor Ironhide: Once the biggest and baddest warboss there was, then Incarnate of Beasts, now a lethal force multiplier. Sure, he can fight by himself, with Gitsnik having -2 rending and his Almighty 'Eadbutt issuing d3 wounds, but he just provides so much more than just killing. Put him within 10" of another Orruk hero and he adds +1 to hit. Stack him with a unit of Black Orcs and they become Immortulz and re-roll 1s to-hit. His Command Ability is also deadly, as all Orruk units within 10" now add +1 to hit, which could be devastating with the proper army backing him up. If you make him the general, always bring another boss (namely a Black Orc one) with him.
  • Black Orc Big Boss: Similar to the Greenskinz warboss, he's got three setups: Choppa/Shield (with save re-roll), Double Choppas (Which inflict a bonus attack if they make a hit roll of 6), and the big choppa with -2 Rending. Unlike the Greenskinz version, he lacks options for a mount or a banner, but they have little need of that. What they need is another Orruk hero (like Grimgor) within 10" so they can add +1 to their hit rolls. In addition, if he uses his Command Ability, he can inflict a mortal wound to an Ironjaw unit within 5" that will undo a failed battleshock test, making sure the line holds...somewhat. All in all, don't make him general unless you bring tons of Black Orcs. If his ability worked with other Greenskinz, maybe it'd be better to take him, but as it is, don't.

Ironjaw Units

  • Black Orcs: Orcs+1. They're armed with better stats, Their choppas give 2 attacks and they add +1 to hit if a Black Orc Boss is within 6" of them. Without a Big Boss...they're better off used sparingly, as they won't benefit from any Greenskinz buffs.
    • Waaagh Drummer: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
    • Standard Bearer: Ironjaws get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Icon of Mork (of Probably Gork) allows the unit a chance to negate a unit fleeing on a 6.

Bonesplittas Heroes

  • Wurrzag Da Great Green Prophet: He's like a Great Shaman, but with a worse save (With an additional 6+ to save any wound he takes, mortal or no). His staff is decent, but his missile is the savage equivalent dakka. Of course, he's also a wizard that adds +1 to casting two of his three spells; his third spell has a value and can potentially harm another wizard, and if he kills one, they're turned into a Cave Squig.
  • Savage Orc Warboss: Whereas Greenskinz Warbosses are for utility and Black Orc Bosses are for holding the line, the Savage Warboss is for making wild charges. He has the same loadout choices as the other bosses (including the Boar), but with a bonus attack in exchange for less accuracy. On top of that, he's got a 5+ (re-rollable if you took Choppa/Shield) and a pseudo-6+ that negates Mortal Wounds that can't be re-rolled. Considering this, it might be okay to grab dual Choppas, the benefit for this being the ability to re-roll all missed hits, which is deadly. His Command Ability gives another Bonesplitta within 14" the ability to give another hit if he rolls a 6 to-hit, which is neat. Like the other Heroes, don't use unless you plan on using plenty of Bonesplittas.
  • Savage Orc Shaman: An Orc Shaman with a weaker save and that other save that can resist Mortal Wounds. His special spell inflicts d3 Mortal Wounds on an enemy unit (with the chance for another strike as well), which is kinda fun.

Bonesplittas Units

  • Savage Orcs: These guys get strapped to da TEEF. They got the options for Choppas, Spears, shivs (A total joke, they suck even more than Choppas) and shields for re-rolls on their saves (And they still have the Warpaint to act as a super 6+ Save). Yeah, they can get two different weapons if you take the Shiv. The alternative is to make them all take bows so they can be Arrer Boys with either Choppas or Shivs for up-close fightan or extra arrers to boost their hit rolls by +1 if they don't move for the turn. In either case, bring mobs. 20+ Boyz give re-rolls to hit, which while bleh, the Boss does add +1 to hit. On top of that, any unit of ten can get 2 Big Stabbas, who get 2 Wounds and a weapon more approaching a Black Orc's weapons.
    • Skull Basher: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
    • Icon Bearer: This adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. This is a must considering how easily these guys will drop.
  • Savage Orc Boar Boyz: The Bonesplittas get the same weapons as their Greenskinz equivalents; they can opt to lose that re-rollable save and instead double down on their Choppas (Allowing them to re-roll a hit roll of 1). The Boss does add +1 to hit. They have both the Tuska Charge and Warpaint rules as fitting, but are just the same as the others.
    • Tribal Drummer: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
    • Icon Bearer: This adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. This is a must considering how easily these guys will drop.

Gitmob Heroes

  • Grom the Paunch: Is he alive? Is he dead? Who cares! He's here with his Wolf Chariot! He's got a weapon that hits as good as a Warboss and the ability to regenerate wounds on a 4+, his Niblet has the ability to resist any wounds like Bonesplittas while having a joke weapon just to bog the enemy down and the Wolves attack about as well as Boars. Taking Grom is about the same as grabbing a Grot Warboss, as his Command Ability gives all Gitmob units within 10" a re-roll to hit. Take him to make sure those Gobbos hold.
  • Goblin Warboss: Gobbo Bosses get three different loadouts (Not accounting for their Wolves, which make them far faster than Orruks): Cutta/Shield (For the re-roll on the save), Double Cuttas (For a re-roll on 1 to hit, not too bad), or a Slica (A bigger Cutta like the Greenskin Boss has the 'Uge Choppa). Their way of negating hits is by throwing it at other Grots: If he takes a wound, mortal or otherwise, he can save it and throw a Mortal Wound to a nearby unit. The fun thing with this is that it's not limited to just other Gobbos, so you can give yourself a retinue of Orcs just to suck it up and then smash some faces. The reason you take him is because their Command Ability allows them to give a Gitmob Unit +1 Bravery and Attack in combat, which is...something to consider, but if you don't grab so many, you can still benefit from bringing him as a distraction.
  • Goblin Shaman: A Gobbo Boss with a weaker weapon, but he's just as decent a distraction. On top of that, he has a spell that lets a Gitmob unit within 16" a bonus -1 Rending on their weapons, just so they can hold up a bit better against bigger and badder foes.

Gitmob Units

  • Goblins: Gobbos go two ways: Spears and Shields or Slashas and Bows. Grab Shields and you need to buy mobs so they can get a 5+ save for bringing 10+. Actually, buy mobs anyway. All Gobbos get bonuses to hit the bigger they get (+1 for 20, 2 for 30).
    • Horn Blower: They add +2 to Run.
    • Flag Waver: Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. 'Cuz they'z cowardly.
  • Goblin Wolf Riders: They ride wolves that can pile in from 6" and can either stab with spears (With a +1 to-wound if they charged) or shoot with Bows and Slittas. Unlike their bigger brethren, they can grab shields for any loadout, though they're only useful if you bring 5+ of them, where you gain a 4+ save.
    • Horn Blower: They add +2 to Run.
    • Standard Bearer: Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. 'Cuz they'z cowardly.
  • Goblin Wolf Chariot: All the tools of the Wolf Riders slapped together. The best way to use it is to be mobile with it, as it can shoot even if it ran, and it can re-roll its run distance (While also transferring that second gift to all Wolf Riders and Grot Heroes on Wolves within 8"). You really should take this if you are planning on running Cavalry-heavy with your gobbos.


Rules are here [1]