Warhammer/Tactics/6th Edition/Orcs&Goblins

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Revision as of 23:32, 7 November 2020 by 1d4chan>Seienchin (Army Special Rules)
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Why play Orcs & Goblins

Because you like fun and you are not afraid of long games! Orcs & Goblins are arguably the most versatile and chaotic army out there so the list building possibilities are almost endless and every game might play out completely different from the last. O&Gs therefore have the (partially unfair) reputation of being a bad army. On the contrary one might argue they are one of the best armies in the game but they definitely require experience and skill if played powerful by reducing and calculating their risks. That being said, they are also just incredibly fun to play thematically and without much thought.

Army Special Rules

  • Animosity: The big elephant in the room. O&G units suffer from a 1/6 chance to not listen to your command each turn. This is quite a big deal and might ruin your battle plans if you cannot get your guys to attack on time. Look in the tactics sections for some advice.
  • Ignore Greenskin Panic: Orcs ignore goblin and snotlings for panic tests, black orcs and giants just flat out ignore the rest. Very powerful ability to make sure a dense battle line wont route do to some goblin cowards.
  • Afraid of Elves: Your Gobbos are afraid of elven units which they do not outnumber at least 2:1. Inconvenient due to the low leadership of Gobbos but nothing too terrible.
  • Hates Dwarfs: Night goblins hate dwarfs. This seems like a very powerful addition to your night goblins until you remember they are Night Goblins and probably still wont kill a lot of Dwarfs... Still nice for no updated costs.
  • Goblin only Armies: Not a special rule per se and often overlooked but if you only take Goblin characters you can take 1 boss extra for every 1000 points of your army. This is really powerful in 6th edition and makes Goblin only much lists more powerful.

Units Analysis

Named Characters

Lords & Heroes

  • Black Orc Waaaghboss: One of the best fighters in the 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 Waaaghboss is a more sensible choice.
  • Orc Waaaghboss: 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 Waaaghboss: 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.
  • Savage Orc Waaaghboss: 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.

Core Units

Special Units

Rare Units

Tactics

Know your Weaknesses and know your Strengths

Army compositions

Synergies

Warhammer Fantasy 6th Edition Tactics Articles
BretonniaChaosChaos DwarfsDark ElvesDogs of War
DwarfsThe EmpireHigh ElvesLizardmenOgre Kingdoms
Orcs & GoblinsSkavenTomb KingsVampire CountsWood Elves

General Tactics