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The great Green Tide is the army for any player wishing to field an army with an insane number of models and perhaps the widest variety of options per force org slot in the game. Orcs are right killy and excel in their specialized role of cc, but tend to suffer from their terrible leadership and initiative stats. All in all, this army is often for those who wish to have lots of fun without being particularly competitive.
However, like most armies, they have a couple of army builds that are very competitive and can do well in most situations given a competent general. Plus, you can fling hang gliding goblins at people. Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named as wholes from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead.
Just make sure you're really getting your points worth. Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. The important thing to remember when assembling your Waaagh!
A big downfall of having so many options in the army book is that players can get overwhelmed and try to take one of everything. Mixing too many strategies together is generally a bad idea. For example, it'd probably be a bad move to mix a slow unit like black orcs or trolls in with an all mounted army; by the time these squads get there, chances are your cavalry has already done most of the work or has been slaughtered and can no longer support your big things.
As with any army, start with your core choices and first lord or hero and build from there. Always determine just what army you are trying to build before you start purchasing. Sit down with an experienced player and discuss what units synergize best with each other if you are having trouble figuring things out. You should be judiciously paying for standards, musicians, and characters to boost leadership.
In order to lead your greenskins to victory it is absolutely vital to have inspiring presence on as many units as you can. To achieve this there are many types of army composition available to you:. Regardless of what you choose, remember to stick with your army theme. Whether you want to use huge blocks of infantry, multiple small units, big scary monsters or swarms of cavalry, you don't want to end up with too many strategies on the field.
If you're going to try something then you need to commit to it. An OnG army with no direction will fall apart quickly. Anything that gives ward saves is always handy. Bosses should take magic weapons and Shamans should take things that either boost their own powerdice or fuck up the enemy's magic phase.
It's also hilarious to put the one that turns enemy wizards into toads on a low level shaman as well. Lastly, if there is a magic banner that can help with Ld issues in your army, take it. In fact Orcs and Goblins are just an army which dont need pricy weapons which dont let them attack faster via ASF or Initiative.
Weapons giving you more attack or more strenght are mostly ommited as they cost their share fair and help you kill with characters which you dont want to do for most of times! Firstly our bosses are vital in providing Leadership. Secondly they are weakly kitted for combat speaking about base stats.
They desperately need some better protection above T5. Firtly focus on making your vital characters protected - which means BSB, General, main Shaman and probably secondary shaman last one dont have to be protected - scroll caddy should be enough. After that one should think about obvious magic protection and then you see that you either dont have points for making your characters killy or simply other units will do that better.
You will end up taking cheapish magic weapons to kill damned banshees and kind. They dont make good killy cowboys partially due to bad kind of transportation. Goblins can be instead cheapish cowboys. Ther is no place for pricy magic weapons and better come to terms with it if you want to play competitively. Where most of your damage spells will be coming from the Big Waaagh! Often times you may want to take one of each type so you can access both lores, and generally this is what you should do.
Additionally, sometimes greater numbers of lesser shamans can be more effective than a single great shaman, as with the typical greenskin Ld they will be miscasting at least once a game.
It's always nice to have backup casters when your main one's head explodes in a shower of magical gore and brains and it WILL. The best magic combo is usually a level 4 Savage Orc Shaman and a level 1 or 2 night goblin shaman. The Savage Orc usually totes the lucky shrunken head and the night goblin totes a dispel scroll. The night goblin is either a level 1 with the ruby ring of ruin or a level 2.
It's written better than anything else I could say. Plus, I'm lazy. Go here to read and be amazed by what our magic can do for you. The Orc and Goblin army plays a little differently than you'd expect. This changes depending on the opponent's army, but you'll usually see variations on this strategy.
Thanks, Mat Ward. We also fear elves, which is just icing on the cake. Oh, wait Well to be fair, the orcs do have choppas, which is extremely good against armies with good armor.
Somehow this is also Mat Ward's fault. Anyway, most competitive orcs and goblins lists mitigate animosity and take a combination of units and gear that minimize it. Here are things you can do to mitigate animosity:. Manglers and Pumpwagons are NOT throwaway chaff units. One thing I see time and time again and used to do is throwing the pumpwagons and mangler squigs forward. Opponents love moving a fast cavalry into the mangler to kill it. That is not a good use of the mighty mangler squig.
Instead, the mangler works best as an area denial unit or a countercharge unit. To do this well, you have to shoot and magic the enemy's chaff units before they get to the mangler and step on it.
After you kill the opponent's chaff, you have two great options:. Pumpwagons are similar, but have a few slightly different uses. With outriggas, the pumpwagon has a huge threat range. They work great in the early game by protecting your war machines on the edges of the table. You can throw them into the side of the table to stop their movement and then turn and charge when the enemy gets near. After that, they work great as countercharge units throwing them into the flanks of enemies trying to charge you.
They have probably the biggest roster and many units fulfill similar roles. So instead of a large Waaagh! If you want to have a fun game where anything can happen really, anything! And this is an excellent area for you and your gaming group to have some custom rules as well! Namespaces Page Discussion. More More. Page actions Read Edit History. Too much money? Support 1d4chan. Wiki tools Wiki tools Upload file Special pages. Page tools Page tools. Userpage tools.
Warhammer/Tactics/8th Edition/Orcs & Goblins
Wyverns and Maw-krushas are too different to be lumped into a single thing Maw-krushas are as different from Wyverns as regular dragons are. One is like a giant, flying snake; the other is a giant, flying, scaly rhino. In fact, both of them still exist separately in AoS to this day. Still, I'll see if I can work them in with some unique rules.
Warhammer Army Book
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Games Workshop Warhammer Fantasy Orcs & Goblins 8th Edition
An Army Book in the Warhammer Fantasy tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Army Books for particular armies were introduced for the fourth edition of the game prior to that all armies were included in the main rulebook. The sixth edition rendered these obsolete. Until superseded by newer versions, the 6th edition and later books remain valid for the newer editions of Warhammer. Games Workshop has also released various expansions over the years, including a siege rules supplement and campaign expansions. Expansions and Supplements may or may not be valid over multiple editions, though generally they cycle similarly to the Army Books. The final version of Warhammer army books was the 8th Edition.
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