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===Lords & Heroes=== ====Named Characters==== '''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. ======Orcs====== <tabs> <tab name="Orc"> *'''[[Gordrakk]]:''' (Orc) 500. the Grimgor from [[AOS]]. Ride on a Mawcrusher, his presents grants 12" Devastating Charge to all units (+1 attack charge with a massive aura). Special two-handed weapons that Reroll hit & Multiple Wounds (D3) against Wizards and Reroll hit wounds & KB against non-wizard Characters. *'''[[Azhag the Slaughterer]]:''' (Orc) At well over 460 points, this is the ultimate point sink for your army. This one model and his wyvern will consume your entire Lord slot in even very large games and probably will never be a realistic unit to the field. That said, he is possibly the biggest bad-ass in the army. He basically makes your units within his range immune to Animosity, has a pair of magic weapons that get re-rolls in cc, 4+/5++, and a crown that makes him a level 2 lore of death wizard (and unfortunately gives him stupidity, but the advantages seem to outweigh this little issue). Additionally, he, of course, rides his mighty wyvern, Skullmuncha, who shares a similarly insane statline with Azhag, has poisoned attacks, and gets a 4+ Natural Armour. Unfortunately, you'll probably never actually get to use this sexy green beast. *'''[[Gorbad Ironclaw]]:''' (Orc) 335pts. The named Boar-Boss for the army and Fantasy equivalent of [[Ghazghkull Mag Uruk Thraka]], Gorbad has some seriously awesome gear and rules. He carries a huge choppa that Always Strikes First, inflicts d3 multiple wounds, and ignores armor, and his stat-line ensures that he won't be going away anytime soon. The real reason you'll be taking Ironclaw is for his strategic bonuses: he can help any unit within 18" with their animosity rolls should they fail and grants Hold Your Ground! and Inspiring Presence to all units in that range as well. He also counts as both your general AND battle standard bearer, which is both a bonus and a curse. On top of all this, your normal limit on the big 'uns upgrade is now available to as many orc boys and boar boy units as you can field with it. His only disadvantage is his complete lack of ward saves. His being both the general and the BSB is sometimes terrible. If he breaks from combat, he automatically dies because the BSB stands his ground defending the banner and is killed. Definitely not worth it at all as a fighter general. However, Gorbad comes into his own as a "Leadership Bunker." Put him in a wolf riders unit, and you can use his huge leadership bubble and animosity table bonus to stabilize your army. *'''[[Grumlok and Gazbag|Grumlok & Gazbag]]:''' (Orc) 335. An Ork Warboss with a Night Goblin Shaman riding on his back. Grumlok will get S9 on the first combat round and S8 after, while Gazbag gets +1 to cast his lv2 da Bad Moon spells. It is a means to let a unit Orcs benefit from the protection of Night Shroud. *'''[[Gorfang Rotgut]]:''' (Orc) 190pts. Warboss of Black Crag and archenemy of Dwarf kind. He's got a hate-on for the stunties, he's got a 3+ save with magic resist 2, and his weapon gives +! to hit and an extra attack. </tab> <tab name="Black Orc"> *'''[[Grimgor Ironhide]]:''' (Black Orc) 320pts. 25pts cheaper than 8e and gets a Magic Resistance (1) Talisman for his trouble. He still must take a Black Orcs unit as his retinue and gives them all +1 WS and hatred (everyone!), sadly he cannot leave that unit, and nobody else can join them. As the army's ultimate close-combat monster, he has 1+/5++, a positively nightmarish stat-line, and essentially s7 weapon (s8 in the first turn)... and on top of it all, Always Strikes First! Grimgor, quite frankly, will absolutely kill anything if you get him to cc and will take an insane amount of punishment from ranged attacks on the way there. The bad: With both Grimgor and the black orcs having to be joined, it's a huge pile of eggs in a single basket, especially since he is the mandatory general of your army. However, you would still put him in bigass horde even if this was not mandatory.<br/> ** Hint for fun: give the unit standard bearer Banner of Eternal Flame so the unit will be especially killy against those Regenerating things. When something with Dragonbane Gem or Dragonhelm wants to interfere, just bash him with Grimgor as his magic attacks are still non-flammable. *'''[[Morglum Necksnapper]]:''' (Black Orc) 260pts. Another Black Orc on a boar that's the mandatory general. This guy's got dual weapons that double the number of hits dealt if the hit roll is higher than the opposed WS. He also has a 4+/4++ save that doubles all damage dealt if he rolls a 1 on his ward. *'''[[Borgut Facebeater]]:''' (Black Orc) 185pts. Grimgor's second in command. Like the big guy, Borgut has to join a mob of big'uns and can upgrade one extra mob into them than normally permitted. However, he's never allowed more than 6" away from Grimgor, which can make for a huge target for the enemy. He's just ad ded'ard with a re-rollable 1+ save and a 6++ parry from dual-wielding, while these weapons add +1 to his strength. However, his biggest trick comes in challenges: just before one starts, he can make a free attack. If this attack wounds, it forces the enemy into ASL with -5 WS, crippling the coming round. *'''[[Badruk 'Eadsplitta]]:''' (Black Orc) 150pts. Scourge of Karak Norn. He's a Black Orc boss who can trigger KB on a 5+ to wound and a single-use item that negates all attacks for a turn. </tab> <tab name="Savage Orc"> *'''[[Wurrzag]], Da Great Green Prophet:''' (Savage Orc) Another 330 point lord, Wurrzag is the ultimate choice for anyone centering their O&G army around Shamans. This mean, green, son of a bitch puts out an absolutely retarded amount of magical power since he has a magic item that allows him to store any unused power dice for a turn, a bound spell in his mask, a 5++, and a staff that gives him magic resistance 3 and re-rolls on miscasts. Additionally, he has a unique spell that can reduce enemy casters within 12" to squigs. Perhaps the main issues with Wurrzag are his mediocre statline and his inability to take the Lucky Shrunken Head. He's also frenzied, but that's less of a drawback in this edition than it used to be. All in all, there are few things as entertaining as getting a good magic roll and watching someone's Archaon get turned into a squig. *'''[[Bigfeet Bonehead]]:''' (Savage Orc) 130pts. A special Savage Orc boss. He has frenzy, he hates the Empire, and his great weapon gives him ASF with a re-roll to wound rolls. </tab> </tabs> =====Goblins===== <tabs> <tab name="Goblin"> *'''[[Grom the Paunch]] of Misty Mountain:''' (Goblin) 240pts. The first Lord choice to be mentioned under 240 points (barely), Grom is the ultimate Gobbo boss and the named character for Goblin war chariots. This model completely changes the way Goblins play, ignoring the normal Fear Elves rule, granting this onto EVERY other goblin unit in the army alongside adding +1 to combat resolution for goblin units when he calls a Waaagh. He also has a rerollable 5+/Reg4++ and has a magic Great weapon with killing blow, which goes up to a 5+ killing blow vs Elves. He has a little night goblin buddy that carries the battle standard for your army. A very good choice if you plan on mulching a ton of sissy Elves or if you field a lot of Goblin units. *'''[[Gitilla da Hunter]]:''' (Goblin) 70pts. Basically Snagla, but mounted on a Giant Wolf and meant for shooting instead of combat. The only way to provide some BS shooting is not based on Spiderbanner and big hordes. Da Howlerz with Gitilla are marching for 18", vanguarding, fast-cav, shooting platform hitting at 3+ (if no cover and short distance) with armour save of 4+. Gitilla adds firepower a bit and provides the unit with the ability of re-rolling flee and pursue rolls and hero stat-line helping in minor chaff game. It is a very tactical, gobliny unit that, although vulnerable, can be a real nuisance for the enemy. </tab> <tab name="Night Goblin"> *'''[[Skragrott]] The Moon King:''' (Night Goblin) 335pts. the AOS version of Skarsnik. He is a Master wizard lord for Night Goblins. Getting a casting +1 bonus, reroll channeling rolls, and re-rolling any dice when determining how far the template from ''the Curse of da Bad Moon'' moves. *'''[[Black Gobbo|The Black Gobbo]]:''' (Night Goblin) 265pts. A legendary icon of [[White Dwarf]] making a return. While he still fears elves, he hates dwarfs so much that he re-rolls all hits against them and gives stubborn to any unit in b2b with them. He also is an effective Ld 9 for all-night goblins and can re-roll a single die in the fight. He's not the best in combat, though, with only a 5+/6++ save and a weapon that grants +1S/A, but this weapon can possibly break magic weapons. *'''[[Skarsnik]], Warlord of the Eight Peaks:''' (Night Goblin) 240pts. Slightly cheaper than Grom, Skarsnik is best in a night goblin themed army. He has an awesome magic staff that fires d3 s6 hits that ignore armor, and this multiplies when he's near other night goblins. His buddy is a fat squig named Gobbla, who gives Skarsnik some real fighting power in cc (not to mention SIX WOUNDS. On a GOBLIN). Skarsnik has some great special rules, too, the main one being that he can randomly force enemy units into reserves at the start of the game (perfect for ruining any 'just as planned' strategies), and he also gives night goblin units the ability to move and shoot in the same turn they recover from running from combat; it is strongly recommended any such screening units take Musicians, and angle themselves to fall back towards your General. The Bad: he has no good armor save to speak of, and his huge base size (40x60mm) means he's getting picked out by almost the entire enemy unit in combat unless you place him properly. Namely, place him in a corner. That way, opponents during charge have to touch and fight with most models at the time. This means if you are wide enough, he has to charge mainly on your rank and file gobbos instead of Skarsnik, and he will meet with only one opponent if you are lucky. It is not a big deal to make the opponent's time hard to attack as making double flee with your big bosses never was easier than while using them with Skarsnik. A solid choice but needs a lot of list tailoring, and the result is certainly not the best. </tab> <tab name="Forest Goblin"> *'''[[Snagla Grobspit]]:''' (Forest Goblin) 90pts. A relatively cheap hero option, his low cost is quickly lost because you have to take a unit of spider riders with him. However, this isn't a big deal, especially if you love yourself some spider riders, as Grobspit makes them all Ambushers, have Devastating Charge, Hatred (Empire), and cause Fear on the charge. Also, SOOO many poisoned attacks. Great at attacking buildings and clear-off warmachines. Have options but still somewhat subpar. </tab> </tabs> ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. =====Orcs===== *'''Orc Warboss/Big Boss:''' (Orc) Your quintessential Orc army leader. He comes in both Lord and Hero form and can be mounted on a chariot, boar, or wyvern. He doesn't have the savage orc boss's killing power or the black orc animosity quelling, but he IS cheaper. Call him "a warboss on a budget." *'''Savage Orc Warboss/Big Boss:''' (Savage Orc) Comes with mostly the same options as the orc boss but has a natural ward save and frenzy instead of access to enchanted amour. This is a great one to run in a Savage Orc unit, as his ward save can stack and gets better when alongside a shaman with a Lucky Shrunken Head, plus his frenzy isn't as much of an issue in an already frenzied unit. *'''Black Orc Warboss/Big Boss:''' (Black Orc) The Black Orc boss is a significantly more expensive upgrade over the regular Orc boss. However, it gives the black orc boss +1 WS and the ability to switch between two hand weapons, hand weapons, a shield, or a great weapon at the start of each close combat phase if not equipped with a magic weapon. Most important of all, he has the "Quell Animosity" rule. If he's in the unit and it squabbles, the Black Orc knocks heads, does a few wounds, and makes the unit work as normal. This guy is a staple of most competitive lists. *'''Orc Great Shaman/Shaman:''' (Orc) All the same customization options as Bosses, but they're wizards of the Big Waaagh! The Orcish lore of magic primarily focuses on damage spells and general orc support, and boy, do they do it well. Roll well, and you'll be slapping foot-shaped templates all over the board. Just be sure to give them a ward-save for when they inevitably end up miscasting. *'''Savage Orc Great Shaman/Shaman:''' (Savage Orc) the Savage melee version of a Shaman with a ward save, and Savage Waaagh! It makes Savage orks better, but with Frenzy forcing it to engage anything in charge range (not something you would want on a Wizard). You ''will'' be running him with a bodyguard of other savage orcs, so give the savage orc shaman the lucky shrunken head (if you didn't slap it on the warboss) and pile him in with your savage mob so the entire unit will benefit from 5+ ward saves, rather than 6+. *'''Orc Warchanter:''' (Orc) An Orc support hero that can never become general. They let their unit re-roll 1's to hit and wound in close combat. Always good to have in a Deathstar or big spear blobs. =====Goblins===== *'''Goblin Warboss/Big Boss:''' (Goblin) Not much more to be said here. Have a wide variety of customization and can mount chariots, giant wolves. Slap one in a squad of those guys and watch their danger level shoot waaay up). Fielding multiple goblin bosses with great weapons is a fantastic way to give an otherwise fairly defenseless unit some real punch. Their mount options make them the fastest movers. *'''Forest Goblin Warboss/Big Boss:''' (Forest Goblin) your hero for Forest goblin. Same price but trades Armour for the potential to get Poison attacks and be mounted on spiders. Poison lets them wound things above their normal Strength, but make sure you hit first. Not as easy to deliver into a fight like a wolf boss, but more killy with all the poison he and his entourage throw around. *'''Night Goblin Warboss/Big Boss:''' (Night Goblin) actually 5 points less than a normal boss, +1 initiative and Hatred(Dwarfs) but -1 Ld. they can be mounted on squigs and ride with the Hoppers. You only see them if your running a big Night Goblin unit or Hoppers. *'''Goblin Great Shaman/Shaman:''' (Goblin) The lore of Little Waaagh! Focuses on irritating the ever-loving shit out of your opponent with improved backstabbing, teleporting, and head shooting their wizards. Could be considered the barest bone of the goblin shaman but Can mount on Wolves and goblin chariots, making them the fastest among goblins, and the Little Waaagh! has its place in any Orc or Goblin themed army. *'''Forest Goblin Great Shaman/Shaman:''' (Forest Goblin) better at casting spells from his Spider-themed lore by rerolling one casting dice and can take spider mounts like the Arachnarok, but are subjected to Stupidity on miscasts in addition to your Waagh! Miscast result. Probably the Most reliable caster amount the Shamans but the lore of the Spider God Requires more fitness and many are meant to buff goblins. *'''Night Goblin Great Shaman/Shaman:''' (Night Goblin) Goblin Shaman with a Shroom obsession. Your cheapest wizard option, so tempting to take multiple. On a good round of magic, you'll get much more channeling attempts, and you can quite remorselessly attempt some irresistible force casts since, after all, you have like 10 shamans on the field. Night Goblin Shamans also come with Magic Mushrooms, which could add another power dice to the cast, making a fail a success, or could poison him. ====Mounts==== <tabs> <tab name="Goblin"> *'''[[Giant Wolf]]''': (Goblin only) For fast cavalry mounts, a Giant Wolf is quick but all together has the same stats as a normal Goblin warrior +1 I and WS. A great mount for a Goblin hero that's going to be attached to a Wolf Riders. The Giant Wolf has also given rise to the "goblin cowboy" technique. Instead of running wolf riders, you can run a cheap goblin boss on a wolf for similar points. The benefit to this is you have a unit with higher toughness, better savings, better strength, and an ability to tank against certain units. You can take the Dragonbane Gem on a goblin hero on a wolf and run him right into K'Daii Destroyers, Hexwraiths, and cavalry units with flaming. He'll hold them up forever. You can also give him a cheap magic weapon so that he can run into ethereal units and kill them. What is also important - it's Animosity-free, and against BS shooting can hide inside a unit. *'''Goblin Wolf Chariot:''' (Goblin Boss and Goblin Great shaman only) 50pts. Trades Manuverabitly to buy mostly more damage and a little more protection (no change in toughness or wounds for lords, only a 6+ armour save added to their own). More worth it if running with a unt of other Wolf Chariots, adding the cheap punching power of Goblin Boss to an already cheap punchy unit. *'''Giant Spider:''' (Forest goblin only) smaller Gigantic Spider, cost less and prevents the enemy from snipping him when with other spiders. *'''Gigantic Spider''': (Forest Goblin Bosses or Great Forest Shaman only) Haha, oh boy. This is what makes your Goblin Boss so effective. You get all of the benefits of the Spider's rules, including Natural armour(+6), and you give that Forest Goblin big boss an extra wound. Found that you want another 3 wound character, and you've used up your Lord's point allocation? Give that Forest Goblin Big Boss a Gigantic Spider, and there you go, for only 15 points less than a Goblin Warboss. Being a Monstrous calvery unit, The longer base also increases the unit size of a unit of spider riders and reenact the old 8th trick of having a Goblin leading a unit of trolls, but his high troop type Unit strength will make him easier to pick out with shooting attacks. *'''[[Arachnarok]]:''' (Forest Goblin Great shaman only) Gigantic fuck of a spider. A lot of poison attacks and Fast Obstacle strider. It can be upgraded with a finger that spreads ASL or an appling Spidershrine that grants Loremaster and +1 to channeling for all friendly wizards within 12". *'''[[Great Cave Squig]]''': (Night Goblin Boss only) See the Squig section's rules. Use it at your own risk. But what's not to like? Dishes out 3 S6 attacks, and give a Big Boss hero an additional wound. He should be with other Squig Hoppers to make them more reliable. </tab> <tab name="Orc"> *'''[[War Boar]]''': War Boars are awesome. They give your guy a +1 Natural armour and have a special rule called "Tuska Charge" that gives you 2+ strength on the charge. These are what make Boar Boy Big 'Uns so dangerous; a unit on the charge that deals Strength 6 attacks? ( This +2 strength only applies to the war boar, the S6 Boar Boy Big 'Uns you speak of are a combination of s4 + spear + 'Choppas' ). A good choice for a boss that is going to join a unit of Boar Boyz, otherwise keeps in mind what unit your Lord or Hero is going to join. *'''Orc Boar Chariot''': (Orc & Black Warbosses, Orc Great Shaman, and Orc Warchanter only) 80pts. *'''[[Barded Gore-Grunta]]:''' (Orc Warboss Only) A bigger and meaner boar that comes with Barding and d3 Impact Hits. A rival to Dymgriphs and Mournfangs. *'''[[Wyvern]]''': (Warbosses and Great shamans only) 160pts. For a Fly(8) creature, it's not that bad. It has 4+ armour poisoned attacks, and it gives your general an 18 inches leadership bubble. However, it paints a big bolt thrower target on the General's chest, and you want to avoid exposing yourself to any Warmachine (At least cannons balls are no longer point and kill like in 9th). The Wyvern is generally considered a bad idea, but don't let that stop you if you play for fun. If you don't face too many ranged threats, then the wyvern can be a great addition to your army. Just remember that it's not a dragon, it can't eat entire units by itself, and its primary use is transportation. Try giving your Great Shaman one of these babies and watch as he soars around the table, blasting spells all over the battlefield. Very effective as a defense against pesky units, and you get to actually use your augment spells in combats where you need them. *'''[[Maw-Crusher]]:''' (Warbosses only) You know those big beefy dragons used in [[Age of Sigmar|that other game]]? Yeah, you get 'em now. These bastards are far tougher than Wyverns and can take more abuse. They are slower, having Fly(5) while a bit faster on the ground. With that much muscle, 3+ Natural Armour, and d6 impact hits, throwing him in the mix is a far nicer proposition than the Wyvern...if you can afford it. </tab> </tabs>
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