Warhammer/Tactics/6th Edition/Orcs&Goblins

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Revision as of 15:02, 9 November 2020 by 1d4chan>Seienchin (Core Units)
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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. In general, with so many different heroes and units the worth of each part of your army often depends on the overall composition so the army composition section will be of high(er)importance than the individual unit overviews.

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

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 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 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 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 dont 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.

Core Units

Core Units

This is where O&Gs really shine. Due to animosity and a lack of heavy hitters (like Empire or Chaos Knights)in the core the O&G have some issues in this categories but their basic infantry might be considered one if not the best in the game considered cost-efficiency.

  • Orc Boyz: I love these guys and you should too. 5 points for T4 and S4 on the charge infantry is glorious. Spears or 2 handed weapons are great options, shields arent really necessary though - their staying power comes from their numbers and T4 and not their armor. Even more amazing are Big'uns for just 7 points with basically chaos warrior stats except for LD. Not panicking when goblins flee is also huge. If you go green horde, get several of these units and overwhelm your enemy with strong infantry along the whole line.
  • Orc Arrer Boyz: They are still awesome troops for 7 points but do you really need an orc with a bow? They are on par with a human shooting but thats it.
  • Savage Orc Boyz: AMAZING for just 1 more point than regular orcs. Give them 2 hand weapons and their 3 attacks will just about destroy any T3 infantry you are facing. Want even more? Get the Big-Uns and get 16 str 4 attacks from a 5 wide front. I prefer running these in smaller blocks and without shields or warpaints. They are great damage dealers but if you go big they somehow tend to attract a lot of shooting... You can just skip on your regular orc boyz though and go all Savage Orcy if you want to and then you can field large blocks. The enemy wont be able shoot all of them, right?
  • Goblins: The next amazingly good option. 2 points for an almost human-like fighter? Goblins somehow got the reputation from GW that they cannot kill stuff in melee which is not completely wrong but they are not that much worse than regular humans. A unit of 20 with spears will defeat plenty of opposition by numbers and occasional kills. However, usually it is better to skip the regular goblins and go with NG due to their better options. Still, mixing your Orc Boyz with Goblin units means you are pretty well against panic and can just attack down the whole line.
  • Goblin Wolf Riders: THE most cost effective cavalry unit in the game. I do not think my wolf riders ever killed more than one feeble enemy at the time but they are still an essential part of any combined O&G army. If you want to break the game just field 4-5 made up of 5 men each and watch your enemy cry out in rage when you march block him, redirect his best troops and swarm his war machines turn 2. If you want to use them for actual fighting then go with 10, spears and shields and full commando. Still only 150 points. (which means you could have gotten 3x5 naked units)
  • Night Goblins: I would argue Night Goblins are gamebreakingly good. Their leadership is awful so they will run away if they have to take any kind of test but they are super cheap, can get staying power with netters at basically no cost and fanatics are amazing. Fanatics means that your enemies heavy hitters will lose 1-6 models through each fanatic they have to pass when they attack the NG or when they are unlucky and just get close. So many players broke down over their favorite knight units for 200+ points getting decimated and then beaten in melee (static combat res) against a bunch of Gobbos. I take them with spears, 5 wide, 2 netters and 1-2 fanatics (dont make the unit too expensive) and full command (the boss is skippable though). I also heavily disagree with the book on fielding them in large blocks. I rather field more units of 20 of them. They will outnumber most enemies always and any enemy shooting 20 night goblins will never get his points back and usually people focus on bigger threats.
  • Snotlings Expensive for their stats and in very offensive armies or armies with a lot of goblins and fanatics they might not bring back their points but I always field at least 3 bases of them. They are your most reliable unit (yes... the irony is stunning). They do not have animosity and never run away. This poses a huge issue for any enemy who thinks they can rout your weak flank with panic tests and overwhelming force. A single unit of Snotlings can even bind Archaos for a round or two while you slaughter his army. If they fit your army thematically, they are definitely a must have.

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