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====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.
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