10.0 Orcs and Goblins: Dem
Taktikal Fings
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A lone Goblin came down the hill, running as fast as his green legs would allow him to. The Orc camp was abnormally silent, for all ladz had fallen asleep after a night of drinking Fungus Beer and eating Jellied Squigs. Only Thurgash, the War Boss, was awake, staring silently to fire. He was leaning on his longsword that he had taken from a fallen Estalian Knight. It was this weapon that had given him his nickname "Long Knife", or "Longsword" as Humans would have it. The little goblin threw himself at War Bosses feet, and began to squeak in a high pitched voice: "Boss! Boss! Dere are lotz an lotz an lotz of humies, pansies an stunties uvver dese roks! Dey are getting ready to do da charge thingy!"
The great Orc turned away from the fire, annoyed by the intrusion. He had just been about to discover how to count to four. "Ledz go." He grumbled. The little goblin led the way, and upon reaching the hilltop, he pointed at the massed armies with a trembling claw. "See Boss! We iz doomed!" Thurgash looked at the allied armies, and began to laugh.
With Orcs, these are the best characters you can get. Black Orc Big Bosses will give immunity to animosity for any unit they are leading, not to mention their truly formidable fighting abilities. While I think that the General of any army should always have leadership of 10, I usually don't buy a Black Orc War Boss, preferring some special character or Crown of Command. On the other hand, I almost always buy at least three Black Orc Big Bosses. Against Dwarfs and Elves or Humans who like to rely on characters boosted with Magic Items, my answer is a Black or War Boss with Sword of Destruction, mounted on War Boar or Monster (risky!). With weapon skill of 7, strength and toughness of 5, he can beat up almost anybody when deprived of their beloved magical toys.
Because of their frenzy, Savage Orcs are very powerful in hand to hand if you boost their mediocre strength somehow. Note that the Savage Orc characters have only one goal in their life: Attack! So equip them accordingly, and put them in an assault unit. Their Frenzy sometimes makes them charge before their time, so watch out those sacrificial units that might force you on offence too early. I always give my Savage Orc Characters a weapon of some kind. There is no sense not to take advantage of their multiple attacks. I very often buy a Savage Orc War Boss. His potential in hand-to-hand is awesome, especially if armed with a Deathsword.
Grunt! Orcs are very average race. Usually I don't bother with them, buying only champions to my Boar Boyz and Big `Uns.
The greatest failing of the Goblins is their abysmal leadership. Even a Goblin War Boss is only as good leader as your average human! You must be pretty desperate to field a Goblin Lord. On the other hand, one of my favorite characters is a Goblin Big Boss with the Heart of Woe. Very economical since he costs only 33 points.
In fact I prefer Goblin Battle Standards because there are many special banners that can be given only to some specific group of Goblins. One of my favorite tricks is to take a Forest Goblin Battle Standard, mount him on a Spider, give him the Spider Banner, and put him into a unit of Sage Orc/Orc Boar Boyz that have a front rank loaded with characters and presto! Double attacks all around! Imagine a Savage Orc War Boss with 16 attacks.
The other infamous trick is to Mork's War Banner. Mount the Bearer on Giant Wolf/War Boar/ Flying Monster and use it to `Eadbang your opponent`s wizards. This is of course Green Cheese!
Cheaper than the Savage Orc Shamans and more reliable than Goblins, Orc shamans are good if you really can't afford Savage Orc Shamans.
Purchase your Shaman Lords here. These Boyz are the best mages you can get, and just by giving them halberd or a double handed weapon makes them lethal close combatants without taking up any of their magic item slots. With double attack for their frenzy, they are fully capable of slaying even opposing heroes. In addition to all this, their presence increases the effectiveness of magical tattoos in a Savage Orc unit they accompany. They also get a free additional Magic Card as a bonus when attached to a unit of Savage Ladz. Don't forget that you can take many Savage Orc Shamans! Everything counts in large amounts!
If you are one of those Generals who have always fail virtually any dice roll they are called to make, then Forest Goblin Shamans are a good choice since they won`t die because of a failed WAAAGH test.
I often take couple of low level Night Goblin Shamans, munch up mushrooms and don't give a damn for the consequences. Their heads may explode, but if you succeed, you may well be able to force your opponent to use up all of his dispel scrolls. Reserve your power cards to your high level Orc Shamans, their spells are more difficult to dispel.
In my eyes, these boyz are your best cavalry unit. Frenzy and magical tattoos more than make up for their lack of weapon skill.
This is your other "heavy cavalry" unit alongside the Savage Orc Boar Boyz. Weapon skill 4, spears and a War Boar equal a good shock elite.
Giant Wolves are fast and pretty good fighters. Goblins riding them are just the opposite!
Sometimes I take two regiments of Wolf Riders in skirmish formation and race them towards enemy War Machines as fast as possible. Of course, you might take them just for a chance to field a Doom Diver or two, since they are plain normal gobbo mob. With their charge range of 18", they are excellent at chasing any broken enemies off the field, or completely destroying them!
Spiders are strong, and able to move through terrain unhindered.
Weapon skill 4, strength 4, Initiative 3! These boyz are real elites, especially if you consider the fact that their ridiculously low cost is 6.5 points.
Basic Orcs if there ever were any. They have great many options for equipment. But backbone of the Waaagh? No way! I'll take Big `Uns any day.
Orcs with bows. There is the usual temptation to buy armor for them. Don't fall for it.
A warning: don't rely on them too much! Animosity always strikes at the worst moment, and you are playing an offensive army, not a missile force! Remember also that many Special characters can only be fielded if you have a mob of Orcs. Arrow Boyz fill the description.
Weapon skill 4, strength 4 and leadership 8 with excellent choice of weapons makes these boyz dead hard! They are immune to animosity, and if you take a unit of them, you'll be able to field those Black Orc Bosses and put some discipline to your rowdy crew.
Frenzy and Magic Tattoos make these wild boyz a reasonably good bargain.
The lowest of the low: Goblins.
One more Goblin unit. Where do they get those Magic Standards?
These Goblins are most useful ones in my eyes: They hate Dwarfs, can have fanatics hidden in their midst and get few pretty good Magical Standards.
Goblins with either nets that stop enemy attacking or clubs that grant +1 to user's Strength.
These are perhaps the most famous members of the Orc and Goblin army. They cause D6 Strength 5 hits on enemy if they make a contact and no armor save is allowed against their hits.
Boing! Boing! Many people like to field Squig Hoppers just that they could paint these very entertaining figures.
Big, dumb creatures. Read their special rules thoroughly! There is more than meets the eye.
One of my most successful strategies was based around four Giants. While one of them went down because of the enemy missile fire, the other three reached the enemy and dealt with the opposition by combining their efforts against one regiment at time. Two of them Jumped Up and Down on unit, and one either Yelled and Bawled or Picked Up enemy characters. They are an excellent choice against opponents who do not favor War Machines.
These guys have some real muscle: Toughness 5, 3 wounds and 2 attacks.
With 3 Attacks, movement 6 and strength of 5, Trolls are powerful shock troops. Their regeneration gives them great resilience. Unfortunately, they are dumb as doornails.
Against magic heavy opponents like the Elves, I prefer the Stone Trolls, and when fighting offensive enemies I always take River Trolls. When I fight against wide frontage of Knights who have high armor save value that even the strength of 5 doesn't help much (read: Chaos Knights), I use their vomit attack since it hits automatically and allows no save. If I'm using a land bound general, I try to keep my Trolls within 12" of him so I can use my general's leadership for their stupidity tests. Saves the points of that Orc Big Boss.
Crummy Snotling Slaves.
I tend to put full quarter of my points on War Machines. If I am attacking, I take Chariots and Pump Wagons, and if I am advancing more slowly, I take lots of Rock Lobbers and Doom Divers.
There is the usual choice between Big `Uns and Little `Uns. Just for the economical reasons, I prefer small ones against most armies. Then again, some opponents rely heavily on such troops as mummies and Dragon Ogres, and against these the Big Rock Lobbers are better. One Stone Thrower is never enough. If you field any at all, try taking a battery of at least three machines. This guarantees at least few "hits".
Since your crews have a ballistic skill of 3, you can't really expect them to hit anything. When I do take them, I take a very large cluster. At least five is needed, and I'd prefer more. They are good against heavily armored targets since they allow no save.
Cheap in points and wonderfully destructive, if somewhat random, Snotling Pump Wagons are very good value for their points. If you have cash to spare, then a large group of them is very effective, especially against armies without heavy missile support, like Chaos. The low leadership value of the crew makes them fragile, however, and if your opponent cast Traitor of Tarn on a large block of Pump Wagons you can kiss your army for good-bye. One of the most terrible sights in Warhammer Fantasy Battle is a large frontage of Snotling Pump Wagons. One of the most successful Orc and Goblin armies I`ve fielded had a "Skirmish Screen" of 12 Pump Wagons! Those Bretonnians didn't know what hit them.
These green loonies are your most accurate artillery. I use them to pick on Chariots, Cannons, Stone Throwers and so on. One of the best target of a flying loonie is the War Altar of Sigmar and the Grand Theogonist. Since Volkmar can't hide inside units and because he loses his powers when his War Altar is destroyed, the Empire will soon learn to fear Doom Divers! They are not as good against large enemy regiments because their smaller template (you won`t cover many Cavalry bases with that) and weaker hit. Warning though: Doom Divers are at their best only if you are very adept at guessing ranges. Their ability to modify the crash-site is useless if your original estimation is wide by a mile!
These are very resilient chariots because the Crew and the Boars both have toughness of 4 and you can buy extra crew. Their weakness is that you can have only two boars to pull each chariot. As with everything else when playing Greenskins, the more, the better. Since you`ll probably be advancing towards your foes at full speed, hiding Chariots behind hills and buildings will do you no good. One or two Chariots are easily destroyed by enemy missile fire. Five gives you a chance! When they do hit their enemies, the results are usually very impressive, and even the thickest armor is rather useless against D6+2 strength 7 hits.
I usually buy my Wolf Chariots in regiments because they need somebody`s leadership to take those panic tests. They are far too useful to be running away from the field. An Orc Boss, or even better, Skarsnik with Gobbla should provide the Leadership you need. These Chariots are very much to my liking: with Movement of 9 they rumble across the battlefield at admirable speed, hit enemies very hard and are relatively cheap. And remember to paint the chariots red `cos red ones go faster!
First piece of Advice I can give is to leave War Wyverns home! At 180 points, they are one of the worst deal imaginable: strength 5, 4 Wounds, 3 A and leadership of 5 make Wyvern a puny creature indeed! Believe me: it has simply painted itself green to fool honest Orcs. Manticore, on the other hand is an excellent creature, and worth considering even as a individual monster because it has leadership of 8. Gigantic Spiders are good when you are playing a Siege Game, and if your opponent has a unit you don`t fancy fighting with, take a White Dragon, freeze the Scum and laugh! I suggest that you don`t mount your Characters on Monsters. This is of course a matter of taste, but I feel that Ladz need their Bosses in the units.
One notable thing about Green skin Special Characters is their ego: almost everybody wishes to lead the army alone!
Azhag is a good choice for the Generals who want to get rid of animosity without Black Orcs or cheesy Hobgoblin allies. Just keep the bulk of your fighting force within 12" of him, and make sure that he stays alive. The fact that he always has to wear Crown of Sorcery limits his usefulness in handto-hand.
Never forget that Azhag has leadership of 10 as opposed to the standard Orc Lord`s 9, and this guarantees a good leadership to your army. Like the stubborn Orc he is, Azhag insists on riding a Wyvern. Not only is this creature one of the worst deals in whole Warhammer Fantasy Battle, but it also makes Azhag very susceptible to enemy fire. My answer is to attach Azhag to a large Regiment of Trolls or Ogres, so your enemy can`t pick on him with missile fire. Because Trolls and Ogres both have a good Movement score of 6, you`ll probably make it across the battlefield before you accumulate too many missile casualties. Such a unit is also a terrible Close Combat Crusher! If you decide to use this unit, put some additional Characters with it (mounted on other monsters) to take up any challenges, and if you want to follow this course, I recommend Trolls: Since they regenerate, they will have an immensive missile causality resilience, and the Stupidity is not such a problem since Azhag has leadership of 10.
An Orc Big Boss with a massive strength of 5. I usually try to bring the best out of Gorfang by mounting him on a War Boar and giving him a Star Lance. 3 attacks are too few for my testes, however, so sometimes I give him a Blade of Leaping Bronze. If you are considering an Orc Big Boss, take Gorfang. Against Dwarfs, he is of course essential.
Grom gets his regeneration ability for 30 points, and this is a good deal indeed. He comes in a Chariot along with his trusty Goblin Standard Bearer. Grom always rides a Chariot, so he is not a good buy against Elves or anybody else who relies on missile Troops or War Machines. Against Chaos He is pretty good, however, though he rely needs that Crown of Command then. The axe of Grom is a decent weapon.
Gorbad is a leadership 10 Orc General who has to take Morgor the Mangler. If you need that leadership 10 and don`t want Black Orc General, be my guest and use Gorbad. Of course that extra point of leadership is for free (Gorbad rides a War Boar, +8 points and has light armor, +2 points), so he is superior to a normal Orc General. The trouble with Gorbad is that he has to be the Army`s General, so I usually leave him to the Orc history where he belongs and rather field a Savage Orc or Black Orc General.
Perhaps the most popular of the Special Characters, Morglum is a Black Orc Lord that is immune to psychology. I tend to field him when playing against Chaos or Undead. It is no use to be immune to psychology if you don`t need to take the test in the first place!
Oglok is a good Big Boss with weapon skill 6, leadership 9 and four attacks. Go get them! He is perfect for leading any supporting assault regiments because he has a respectable leadership and good hand-to-hand potential with the right equipment. All in all, he is not a game winner, but definitely worth considering.
With leadership of 9, Skarsnik is an excellent leader. Gobbla gives him a lot of additional hand-to-hand power. If you decide to take a large unit of Goblin Chariots, Skarsnik is an excellent leader for them. It is good to remember that Skarsnik is a Night Goblin, so he Hates Dwarfs. This means you should always consider him when facing the stunties.
When you start building your army, simply purchase Crown of Command first and wonder to whom you will give it afterwards. Morgor the Mangler is expensive, but in the hands of a Black Orc War boss, it is also wonderfully deadly. The Sword of Fortitude is a very good choice if you field lotz and lotz of Goblins, because you definitely don`t want to take those panic tests. To give your Savage Orc Big Boss/War Boss some real bite in combat, I prefer Blade of Darting Steel combined with Strength potion. 8 (or 16 with Spider Banner) automatic his with strength 7 can mow down almost anything! When taking magic items, I prefer things that affect units, since you`ll have lotz of them, and they tend to be large: Ruby Chalice against Elves, Magic Standards of any type, Sword of Bork and so on. If your army has great number of Goblins, buy Horn of Urgok. Items that allow you to cast spells are worth considering: since your own choice of spells is sadly limited, That Ring of Volans might just have a suitable spell for you. Book of Ashur is useful, allowing you to get access to some other spells than WAAAGGHH!
An extremely dirty trick is to field some Hobgoblin allies to get rid of animosity once and for all. This is cheesy to extreme, and your opponent will despise you, people will point at you on streets and children will spit at you. Wizards of any type are a good place to spend your allied quota, since your own shamans are a "bit" unreliable. Dark Elves (with crossbows) are good allies in general and (with Cold Ones) against High Elves in particular. Chaos allies give you even more bite in hand-to-hand.
While your troops tend to be between dull and downright stupid when it comes to the brains, you, as a player must actually be VERY, VERY cleaver if you wish to field a successful Green skin army.
Animosity is, and remains one of the biggest problems of the Orc and Goblin Army. There are plenty of items like the Sword of Bork or The Evil Sun Banner that are effective against it, Black Orc Big Bosses cancel it and Hobgoblins stop it entirely, but any of these methods is not 100 percent sure. I think it is better to have your Main Units as well protected from the animosity as possible, with a Backup-system in case your original plan fails. For example, Big `Uns with TWO Black Orc Big Bosses.
Dwarfs are perhaps the most difficult army for you to beat: They are very good in hand-to-hand, have a wide array of very dangerous War Machines and worst of all, they Hate almost all your troop types. I have several ways to deal with the Dwarfs: First of all, your army list includes a lot of troops that are NOT Greenskins. Ogres, Trolls, Giants and Squigs are all good options and a large number of Giants can throw your opponent off-balance. Night Goblins are good with their Fanatics and because they hate Dwarfs right back! Taking a full quota of Allies is a good idea: Fast Chaos Troops like the Daemonettes mounted on Steeds of Slaanesh are a good match to Dwarfs.
All Elves are troublesome against Goblins because the little `uns will fear any Elf regiment they don`t outnumber at least 2:1. Keep your Mobs large!
Most armies field only one or two units that are meant for real hand-to-hand battles. Since your troops are cheap and generally effective in melee, try always to have at least three real core units, and more of them if you can manage.
Keep your Mobs large. First of all, it naturally gives them more resilience, and secondly, you must have reasonablysized units near your Shamans if you want to cast any spells. I`d say a minimum of 30 Goblins and 20 Orcs for Foot Mobs, and 20 Goblins and 10 Orcs for Cavalry. Take more if possible at all.
When you are picking your hand-to-hand units, spare no expenses: for example, I might take a Unit of 20 Savage Orc Boar Boyz, armed with Spears, Led by a Black Orc General with Crown of Command, Black Amulet and Sword of Fortitude. The unit shall also be accompanied by (fully armored) two Savage Orc Big Bosses, One with Strength Potion and Blade of Darting Steel, other with Morgor the Mangler. A Forest Goblin Battle Standard Bearer (on a Giant Spider) with a Spider Banner is also with them, as well as a Savage Orc shaman of any level. The regiment will carry either Banner of Might or Standard of Shielding. This unit should fight against anybody reasonably well.
The above comments does not apply to support units: If you just want to chase away some Kislev Horse Archers, then six Goblin Wolf Riders armed with spears is a good bet and very cheap. Trolls and Squigs are good for their fear value, and Arrer Boy units do not need to be that large, either.
Last, but not least, GIVE ALL YOUR UNITS SOME MISSION!!! It is fun to paint and field stupidly grinning figures, but if you take some units just for the hell of it, don`t expect to win.
When faced with a defensive army like the High Elves, go for full offensive: Take Boar Boyz, Spider Riders, Wolf Riders and some Pump Wagons, and perhaps a LARGE foot regiment or two. Since you can`t hope to out-shoot your opponent, don`t try to: Simple!
If your opponent relies heavily on War Machines, don`t charge headlong: Take those Hellblasters and Organ Guns out first. Field Doom Divers, Flying Monsters and arrerz to pick out these nuisances first, while still advancing with your real units. Chariots are good at this approach, since normally they tend to lag behind because they can`t make march moves.
Some armies, namely Chaos, Dark Elves and Skaven are also very Close Combat orientated: Here you must rely on your superior numbers to deal with the opposition. I once again recommend Chariots: because these armies are normally not as numerous (excluding Skaven) and do not possess the sheer firepower of the Empire, your Chariots usually can get through and hit your opponents hard. Since their troops are expensive, they often can`t take this punishment. Rock Lobbers are also good to cut down those 80 point Chaos Knights.
The battle was over. Thurgash stood upon the corpses of the leaders of his opponent`s: Here was a Dwarf King, with his head missing from his shoulders: there lay an Elf Lord, whose magical armor had availed him not. Next to him lay a human General, his face a mask of pain and horror. "Well." Grumbled Thurgash "What have you learned?" He enquired from the little Goblin.
Goblin thought for a moment and then it`s features brightened. "Wee should drink da beer more often?" It explained enthusiastically. Thurgash grabbed his sword once again and started to run after the fleeing Goblin.
Next part: Skaven Tactics.