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Total War: Warhammer II - How to Play the Greenskins

Created by Colonel Damneders   ::   Nov 22, 2019    


Every single thing you need to know about the Greenskins from Battle to Campaign and everything inbetween.

How to Play the Greenskins in Campaign



Disclaimer: This guide is based on my personal experience and opinions and is by no means the definitive way to play the Greenskin in Mortal Empires. Now that’s out of the way let’s get into the video.



When playing as the Greenskins you have the choice of 3 factions and even though they are very similar, there are some differences you should know about before you make your choice to ensure you’re getting the most out of your play-through.

For the purposes of this guide I played as the Greenskins since they are the original faction added in Warhammer 1 at launch.

They start at the Black Crag and are initially at war with the red fangs. It’s not the most challenging war provided that you continually build your army after each battle and raid where you can to keep your money and replenishment topped up. Once I’d taken their final settlement, I could refocus my attention to the north to take on all the dwarf factions.

I started to make diplomacy with all of the other Greenskin tribes I could so that I could eventually confederate them. This was actually quite easy to do compared to some other factions as most of the tribes were quite weak so very willing to join me before long.

As I learned when I played the Dwarves, they are incredibly strong against the Greenskins and their garrisons can be super tough once they get to the first level, so when I moved my attention to taking them on, I knew I was in for an uphill battle.

They were actively coming after me too so it was a real war of opportunity. They would take one of my settlements and I’d get behind them and take one of theirs in return. The underway was essential in taking them on as it allowed me to navigate the terrain much quicker than normal while being harder for the AI to track. It took me quite a few turns and a lot of back and forth but eventually I got to their capital and laid siege with 2 armies and 2 waaaghs and still the balance of power was only just in my favour.

They managed to get a confederation with Zufbar while I was singeing them so they began building more of a defence to the north once I’d finally taken their capital. I of course chased them up there as soon as I could to make sure that they couldn’t build much of a defence before I got there. It took me a few more turns but once my armies got to the north, I managed to easily surround them and stomp out the remnants of their faction.

After this there were only a few smaller dwarf realms remaining so I set about getting rid of them which was pretty easy for the most part as they only had a few settlements each. The main problem I faced at this stage was how tough Ungrim’s capital was since he had a full garrison and a stack. I managed to get around this issue by leaving a nearby settlement undefended to draw him out so I could take his capital before he had time to react. After that it was just a matter of chasing him to the much smaller and weaker settlement he had just took to get rid of him for good.

The only remaining Dwarf realm nearby was to my south so I began sending all my armies down to take care of them. At this time the Last Defenders decided to start attacking me and taking one or two of my undefended settlements which, I don’t know about you guys but, I thought was just rude. So now I had to fight 2 wars at the same time which was actually alright since it’s where the Greenskins really thrive when they have to fight battles over and over again.

I managed to split my armies between fighting off the lizards and taking out the minor dwarf faction and before long I had managed to take out the dwarfs and push the lizards back to their lands. As I continued to push south, I realised that Skarsnik and the Crooked Moon had been taken out and since I wanted a chance to use every legendary lord, I started forcing a rebellion in the place I’d last seen him to force the faction back into the game. It took quite a while but I let him take one of my settlements before forcing peace and the following steps to work up to a confederation.

While all this was happening, I was still chasing Kroq-gar into the south which proved to be much more work than it was worth since it turns out Orcs really don’t like the dessert. Replenishment was a nightmare even when raiding or sitting in a settlement so I had to keep sending armies back and forth to get all their health back which was really rough on the flightiness. I somehow managed to push through and get a few waaaghs which helped me push them all the way to their capital where I finally took them out and had my first brief moment of peace.

A few turns later the entire super alliance of ‘good’ factions declared war on me but this is what I’d consider the end game so I’ll end the walkthrough here as its really unlike regular campaign gameplay aaaaand it would also take me like a month to finish this war and we all know how long my breaks can be if I let myself miss a week.

As I mentioned before there are 3 choices of faction when playing as the Greenskins. The Greenskins who I picked start at black crag, Crooked moon start at Karak Azgaraz and have access to a unique building chain at Karak 8 Peaks, and finally The Bloody Handz start at Ekrund and can build Savage Orc recruitment buildings anywhere in the world. All 3 factions have the same climate preferences of Wasteland, Savannah and Mountains being Suitable, Temperate, Frozen, Desert and Jungle being unpleasant and Ocean, Chaotic Wasteland, Magical Forest and Temperate Island being uninhabitable.

All of the factions can make huge amounts from raiding from their raiding camp stance which allows them to raid while they replenish and not suffer and debuffs in battle from it. It’s also worth noting that Greenskins can make a huge amount of money from raiding as they get more money than usual which can then be upgraded in the lord skill trees allowing you to field many more armies than your economy would normally allow.

Fightiness is the level of aggression that the army has and it is built by raiding and winning battles as well as some events and is lost by losing battles or inactivity. The standard tier offers no benefits but the highest tier causes waaaghs. These are armies that spawn and help their mother army with whatever they’re doing unless given another target. The mother army needs to have at least 17 units in it to be able to spawn a waaagh and the spawned army itself will be almost a full stack by itself. Lower tiers of flightiness cause attrition different severities depending on how low it gets. You can fix this issue by forcing the flightiness up at the cost of suffering some heavy casualties in one hit. Personally, I’d rather just get them into a fight to raise this but it’s still a valid option if you have nothing immediately close.

All armies also have access to the underways which is basically a much faster way of navigating difficult terrain by using underground tunnels. This means that you will be able to travel within a set distance in any direction but it does have some drawbacks. No matter how far you move it will take up your entire move range for that turn. You can also be intercepted by nearby armies and if you lose then you will not be able to escape and will lose the entire army.

Resource buildings work a little differently for these guys. Since they can’t trade the resources are instead used to give bonuses to your entire faction in the form of increases to recruit rank and decreases in recruit cost to certain units.

They also suffer from very weak garrisons with few ranged units and nothing massively elite to hold your settlements. This means that if you are under attack and want to save your settlements then you’ll need to have armies there otherwise they won’t last long.

As I mentioned in my walkthrough many of the ‘good’ factions in the game will not like you at all so you do want to be wary of them ganging up on you and maybe make some alliances of your own just in case.

In my game I also noticed that my reliability was very hard to recover once it had dropped. I don’t know if this is something specific, I did or if it’s just how the faction is but either way it’s worth noting.

Finally, we come to the commandments. The orcs only have access to 3 (no doubt they will get more when they get their overhaul). Give it ere grants +5% income and I found was best used when a region reached max size and had no public order issues or just when I needed the extra cash. Brag about da boss grants -5% recruitment cost and +1 to the local recruitment capacity and is of course best used when you're trying to raise some armies. Finally, camp ruckus which grants +2 public order and +20 growth and is best used in newly acquired provinces to encourage faster growth and negate some of the effects of provincial instability.

That concludes this section of the guide on Campaign Strategy. The next section will cover the unit roster and how I believe each unit is best used so stay tuned for that.

How to Play the Greenskins in Battle



On the battlefield the Greenskins generally rely on their melee prowess from both infantry and monsters with a little support coming from ranged and cavalry units. This would be OK were it not for the pretty poor leadership on most units which means that your men will be running away until you get to the end game. They also have a severe lack of anti-large and very fast units meaning that enemy cavalry can very easily give you the run around and you can’t really do anything about it. They do have a large selection of cav and chariots but very few of them have the speed and strength to go up against most other cav units in the game. However, they do not have a large selection of ranged units at all meaning you're going to be spamming a lot to get your damage types on the field.



Now, let’s get into the units.

Kicking off the melee infantry and the Goblins and I have to say that they are about as good as they look. Their only redeeming quality is that they have shields so are mildly more defended from ranged fire but even if they don't take damage they're still very low on leadership so will run from almost anything before long. Fortunately for the rest of your army they also happen to be expendable meaning when they run away, no one is going to be too phased. I would personally never both taking them unless I'm playing Skarsnik since he gets them some bonuses. If you're gonna insist on taking them though, then keep them in the front lines with heavy support from ranged and cavalry units to make sure they don't break or get wiped out immediately.

Night Goblins are markedly better than regular ones and it’s because of just one reason. They keep the shields, poor leadership and expend-ability but gain Poison damage. Poisoning enemies makes bad troops into decent ones since they don't have to do much damage or be too tough as they can just chip away at de-buffed enemies until they break. They also have some stat improvements but for me, poison is what makes them good. That being said I wouldn't have a full line up of these guys if I had the choice as you still need to do damage and they aren't exactly the best front-line fighters due to the leadership issue. I'd recommend taking a couple of them to be integrated into your front line so that your more damaging troops have an easier time in battle and I make sure to keep them spread out in the middle of the pack so that I can send them where needed. They come in 2 varieties: standard and Fanatics. The only difference is the special ranged attack they get, Spinning loons. When charging it causes a couple of them to run ahead of the main pack and spin around doing some decent damage to anything caught in the way and it can only be used once. It’s always worth getting fanatics for this reason as it just adds more to an already decent mid game unit.

Orc Boyz are the first of the larger Greenskins. They also have shields so can do alright under some light ranged fire but be sure to not let them get overwhelmed. Other than that, they're a solid front line for the early game and I replaced and non-night goblins I had with these guys ASAP. This meant I was taking 4-6 of them depending on how many fanatics I was taking. In battle I would keep them as a solid line while I supported them with ranged and cav units since they aren't huge damage dealers themselves. They also don't have the best leadership in the world so will start to break if it isn't going their way from the get go, this means it’s worth keeping character nearby to keep them topped up.

Nasty Skulkers are something unique. They're a kind of assassin unit and are more suited to sneaky flanks than straight up combat. They have vanguard deployment and stalk so are great for starting in a hidden location before moving in for the kill once the enemy attention is elsewhere. They do decent AP damage so can do some pretty hefty damage against most enemy units so long as they stick around long enough which probably won’t happen due to the poor leadership. If I'm taking them, I'll only bring a couple to place in a flanking location and use them once melee has begun to get some easy kills on ranged units or just to surround the enemy lines and break them sooner. If you do decide to send them against something even remotely elite then it’s worth sending them together as they just don't have the power to do it alone.

The first of the Savage units are the Savage Orcs. They trade out the heavy armour for warpaint that offers them physical resistance making them super tough against anything that isn't magical so they only have to beware of Spellcasters generally. They're damage dealers and also have the frenzy ability meaning that they can hit seriously hard, especially at the start of battle. If you can then I’d recommend replacing any orc Boyz with these guys as soon as you can as they are superior in basically every way. They're arguably a more solid front line and will do more damage over the course of the melee vs Boyz but of course it’s still worth giving them support to ensure that the enemies are dealt with as swiftly as possible. As I said before you do have to be aware of any enemy Spellcasters on the field especially if they can imbue magical attacks in enemy troops as it will cause these guys to melt but generally, they should be tough as nails a last a very long time.

Orc Big Uns are basically what you'd get if you got Boyz and made them bigger, tougher and uglier. They do drop the shields but are bigger and arder meaning they have tougher armour and hit a lot harder too. They're damage dealers who you want to have in combat as soon as possible and you want them to stay there. I replace any savage orcs with these guys as they do more damage and are heavily armoured to stand up to almost anything. They are quite slow moving so you don't want them chasing anything off but as mid game front lines go, they're pretty damn solid. They will hold for a considerable amount of time and do some great damage while they're there. They don't have much AP yet so if they're against anything too tough they will need some support so that they don't get overwhelmed.

Savage orc big Uns are basically the same thing but again they drop their armour in favour for the protective warpaint. They function essentially the same so are another great choice for your mid-game front line but of course the physical resistance is very vulnerable to magical damage and at the stage in the game that you get these guys at its very likely that the enemy will have some mages to throw at them so you have to pick your battles very carefully. I'd say they're interchangeable with regular big Uns so if you wanted to hedge your bets you could go half and half but honestly if your only gonna choose one I’d say regular big Uns are just a little more versatile.

Finally, we get to black orcs and these guys are terrifying. They're incredibly armoured and can take a beating from basically anything and come out relatively unscathed so don't be afraid of basically any enemy infantry you come up against as chances are, you'll be able to at worst hold out for a long while. They also deal a bunch of AP damage meaning not only will they be able to outlast most opponents; they'll also be able to out-damage them pretty easily. They can shred through basically any infantry unit and at a push can go against things like the steam tank if you really want but it’s certainly not their best match up. I like to replace my entire melee lines with these guys and take 6 of them into the end game with me as their damage is unparalleled and they are an incredibly solid front line that will allow your other units to get into position and dismantle the enemy forces with ease. Unfortunately, all this heft causes them to be pretty slow so it’s best to keep them on guard mode if you can’t keep an eye on them to ensure they don't go running to the opposite end of the map chasing retreating units.

Starting for the ranged infantry are the goblin archers. Like their spear wielding brothers these guys are pretty underwhelming. They have decent enough range and accuracy but their damage leaves a lot to be desired and means you have to target mostly chaff if you want them to get any kills. They also of course have poor leadership so if they get even a whiff of combat then you bet that they'll be running for the hills before they even draw swords. Luckily, they're also expendable so this won’t bother your other troops half as much as it bothers you. In the very early game when they're all the ranged options you have, I took 2-4 of them to support my melee lines and I'd of course keep them at the back behind the front lines so that they can rain fire on enemy from a position of cover.

Night goblin archers are again very alike their melee siblings. They share the same weakness to armour and expend-ability but they also gain the poison damage which as I said before is invaluable to your armies in the early game. They also gain vanguard deployment so can get some shots off from the start of come from an unexpected angle later if you so desire. I would of course recommend replacing any goblin archers you have with these guys as they don't even compare. I generally ignore the vanguard deployment and prefer to keep them at the back of my melee lines and use them to target anything that is engage in melee to ensure my troops have the constant advantage. It can be worth getting an angle on the enemy to ensure that you aren't hitting your own units so keeping these guys on the flanks is never a bad idea as long as you keep an eye out for enemy cav. As I said before these guys are all about supporting rather than raw damage output so they aren't likely to get many kills but will still be doing less obvious work. They also come in 2 varieties: standard and fanatics. Fanatics of course gain access to the spinning loons to uses just before they go into melee which is a little strange as they really shouldn't be there unless it’s a last resort. It can be worth doing a false charge to get them to use this before pulling back to continue ranged barraging.

Orc arrer Boyz are basically the opposite of goblin archers. They have okay damage as well as better leadership and melee prowess whilst losing some of their accuracy at range. Their damage is better but still not much to write home about. This paired with the poor accuracy makes them about as good at damage output plus there is an added chance of friendly fire so they're honestly about as bad as each other. All this aside they're still a slight improvement so I take a couple of them alongside a couple night goblins so that I have some variety to the type of damage going out. Since they do have poor accuracy I’d say keep these guys on the flanks of your backlines so that they can get around once melee begins to shoot into enemy backs with less chance of friendly fire and if they eventually run out of ammo they can of course charge in and break some enemies in a little light melee.

Closing out the ranged infantry roster we have Savage Orc Arrer Boyz. They are very similar to the regular arrer Boyz but they of course drop all their armour in favour of protective warpaint making them super tough vs anything but magic. I choose to take these guys over normal arrer Boyz as the resist tends to work better in their stage of the game. The use in battle is basically the same. Keep them on the flanks to shoot into enemy backs and side before sending them in if turds really hit the fan or they run out of ammo.

Now we get to the largest variety for the Greenskins, Cav. Kicking off are the goblin wolf riders. They're shielded so can take a little bit of a beating from most ranged sources but of course it’s best to keep them on the move to ensure they don't get overwhelmed which is pretty easy. Lucky for them they are super-fast so if they're on the move it can be very hard for the enemy to hit them if they're moving evasively. I’d say bringing a couple of them in the early game will be plenty for out manoeuvring enemies and getting some easy kills on weaker ranged units. In battle I of course keep them on the flanks so that they can get around the enemy backs as soon as melee begins and I send them off against any ranged units the enemies bring. Since they aren't the best in melee even against ranged units, I’d say it’s best to keep them together to surround and gang up on most units to ensure that they are wiped out. Their speed also makes them great at running down retreating units which is never a bad thing if it means you can ensure they don't come back. They come in 2 varieties: standard and archers. Archers obviously get bows and can attack from range as well as having the option to charge but I wouldn't recommend it. They're used essentially the same so you keep them on the flanks and use them to shoot into enemy backs but since that are weak vs armour its worth picking your targets carefully to ensure the damage is getting through. I’d take a couple of each with me in the early game as the utility and variety of damage is something worth using.

Forest goblin spider riders are next up and they swap out the super-fast wolves for slower but tougher forest spiders. They're also shielded but again don't want to be left out in the open as they will still get taken apart by even the weakest of ranged units. They do lack some of the charge that the wolves have but they make up for it with their better melee stats and of course poison damage. This allows them to take on units that would otherwise be out of the question and it also makes them great at coming around the back to surround enemy units trapped in melee to make sure they're running or wiped out before long. They also come in 2 varieties of melee and archers and id always say replace your wolves with these guys as the poison attacks just make it easier on your entire army especially when you can be affecting 4 units minimum at once.

Now for something a little different we have night goblin squig hoppers. These guys are honestly phenomenal for their stage in the game. They have AP damage with a bonus against infantry so are amazing at taking on both ranged infantry and charging the backs of enemy melee and doing some considerable damage to either. They also have poison attacks so will have that huge advantage giving them even more of an edge no matter what they're against. To top it all off they also have vanguard deployment so can get right in the enemy face or catch them out from the flanks depending on your needs. I of course would say replace any melee spider riders with these guys as the damage output and versatility is superior in every way. In battle you of course want to keep them on the flanks or hide them if you can and once melee is established get the into the enemy back lines and dismantle as many ranged units as you can before coming back to assist the melee troops and clean up.

Orc boar Boyz pretty much do what they say on the tin. They're orc Boyz on boars and they work as you'd expect. They aren't the fastest but can hit pretty damn hard if you send them after the right targets. They do have shields so are marginally more protected from ranged fire but as usual you don't want to keep them sat still long enough to be targeted. They also have AP damage with a bonus vs infantry so can do pretty well against anything smaller than themselves so long as they don't get surrounded and can get a good initial charge off. If squig hoppers aren't cutting it for you then these guys can replace them but it’s really up to personal preference. Since they don't have vanguard, you want to follow the standard flanking strategy that I’ve explained a bunch by now so I won’t repeat it again.

Savage orc boar boys are very similar so I won’t spend too much time. They of course drop the shields and armour in favour of the warpaint which makes them a little faster and more damaging in melee with the ability to focus all their attention on hitting rather than shielding. If you can then I’d say these guys are better than regular boar Boyz so long as you avoid any magical sources of damage and make sure to get good safe charges off. They of course follow the same strategy too so it’s pretty straightforward.

Orc Boar Boy Big Uns are again what they say on the tin. Big Uns on Big Boars. They also deal armour piercing damage but now they have a bonus vs large so are better suited to cavalry duels or going after anything larger that the enemy might bring. They aren't gonna go toe to toe with a steam tank or anything but they can take on some knights fairly well as long as they don't get surrounded. They're of course bigger and arder so have more armour and damage output than their little brothers but the use is essentially the same that I've said a load of times.

Finally, there is of course a savage variant that drops armour for war paint and a few stat changes and to be honest either one is totally acceptable and they can be used interchangeably of each other depending on what you're going up against. The use is also totally the same so I won’t get into that but you always have to be aware of magical damage from every source as it can totally shred them if you're not careful.

Goblin Wolf Chariots are the 1st of only 2 chariot units available to the Greenskins and they're a ranged unit. They deal decent enough anti infantry damage so are great at getting around and firing into the backs of melee and ranged troops alike. They lack some of the speed that regular wolf archers have but their damage is better so it’s really a trade-off of what you need most. I’d say 2 of them can be used to interchangeably with wolf or spider archers depending on what you need. In battle you of course can deploy them ahead of your army to get off some early shots before looping back around once melee has begun to fire into flanks for the rest of the battle. If they run out of ammo then they are OK for some light charging but try to keep them away from, sustained melee where you can as they just won’t last.

The orc boar chariot is very alike to the orc boar Boyz. It has AP anti-infantry damage as well as a little bit of armour to make them a little tougher to hit. This combined with the smaller unit size means it’s a little harder for enemy ranged units to hit you allowing you to move more freely around the enemies in battle. Since they are melee you want to get them around to charge enemy ranged infantry if you can to shut them down and give your other troops the best chance. They can also do well charging the backs of the front lines as long as you make sure that they don't get stuck as they won’t last long when surrounded due to the larger hitbox. Overall, they're a great unit and can be interchangeable with boar Boyz and even big un boar Boyz, it all just depends on your playstyle.

Kicking off the monsters for the Greenskins are the Squig herd. They're what you get if you take away the night goblins from the squig hoppers and it shows. They have the same AP anti-infantry damage but they miss out on the poison which we all know can have a huge impact on battles if used right. They also have the rampage trait meaning they can go out of control if you aren't careful and let their health and leadership get too low which can happen quite easily since there isn't heaps of it to begin with. Nevertheless, they're a great unit to have before night goblin hoppers so a couple of them will do wonders for you in the early game. In battle they function basically the same as some weaker cav units. You want to send them to flank some weaker enemy infantry and possibly to surround them to ensure you don't get out matched and rampage into the middle of something too tough.

Trolls are next up and they're our first real large units. While they aren't the toughest, they do have armour piercing damage and their sweeping attacks can cause some serious damage if they get into the enemy lines. Unfortunately, they are large hitboxes so end up being magnets for ranged attacks and melee swarms so you have to be careful when using them to ensure they don't get overwhelmed. Their poor leadership means that they will run pretty quickly if this happens so you want to be sure to pull them out on your own terms instead to make sure they aren't taking more damage than they need to. Luckily if you do manage to get them out, they have regeneration so can stand around in the backlines for a little bit while they get their health back before heading back in for more. I take 2 of these guys as soon as I can as they are invaluable in combat and work perfect with your front-line melee troops. In battle you want to make sure they aren't going 1 on 1 with enemies as they will get hit far too much. Instead focus on integrating them in your front lines so that they are more protected while still being able to do some good damage and be sure to move them back regularly to utilise their regen.

Giants are great. They're huge and do devastating AP damage and get a bonus vs infantry so are great for taking on entire units of elite infantry if you let them. Like the trolls they are unfortunately easy targets for ranged units but they have a huge health pool and leadership so can really take punishment for a while. They also cause terror so anything they come up against is going to have a hard time staying on the field once they enter melee. Id replace any trolls with these guys as they're just better in every way and can do the job much better and for a longer time. As I said before you can really send these guys to solo enemy melee units if you want or you can have them assist your front lines if they need it. You do have to be aware that their sweeping melee attacks can hit your own units so integrating them in your lines can be a risk that you have to judge if it’s worth it. Of course, it’s worth taking out any ranged units that could target it asap to make sure it’s spending its health where it counts so make sure to keep them safe as you can.

The arachnarok spiders and closing for the monsters and they are insane. They have AP attacks with a bonus against anything large so any cav charges will be quickly shut down if they don't manage to get away. They also are armoured so will shrug off nearly anything that gets thrown at them and can stick around for a very very long time. To top it all off they also have poison attacks so anything they engage in melee will be de-buffed and even easier for the unit to eat for dinner. I take 2 of them into the end game with me as the elite anti large damage is unrivalled by anything else in the roster. In battle I send them after anything large that can’t outrun them such as steam tanks or luminarks of hysh. Cavalry is possible but you have to use other units to tie them down so it’s a little hit and miss but if you can do it then the enemy won’t stand a chance. They have the same weakness as the giant in the large hitbox so you want to make sure that if they do get targeted, your other units are there to silence the enemy and make sure the health is being spent in melee.

Finally, we get to my favourite category and unfortunately, it’s a little empty. First up we have the Goblin Rock Lobber. It fires AP missiles over a decent range and can do some pretty good damage to clumps of enemies even if they are pretty elite. Unfortunately, they are out ranged by the dwarfs so aren't the best and, in my experience, tended to be a little inaccurate and hit my own units a fair few times. Nevertheless, since it’s the only option I took 2-4 of them in the early game so that I could make the rest of the army's job easier once they got nearer. I of course targeted whatever was most elite and clumped on the approach and once melee began, I set some custom locations to aim at so that I could minimise friendly fire as much as possible.

Doom Diver catapults are closing us out today and they are actually pretty top tier. They also fire armour piercing missiles in the form of insane goblins in wing suits. Since they are manned projectiles, they are guided so have fantastic accuracy even at max range and can hit almost anything with pinpoint accuracy. I of course replace any rock lobbers with these guys as they don't even compare. In battle they're of course at the back of the lines and are used to target whatever is most dangerous on the approach and with the amazing accuracy this can even be single characters as they'll hit a good 80% of the time. They're also pretty good at taking out any large units such as steam tanks so don't be afraid to target basically anything.

Now we come to the regiments of renown. I’ll call out each unit, what it’s a unit of and the differences they bring.

  • Da Warlords Boyz are a night goblins unit and gain improvements to leadership and melee attack & defence, immunity to psychology and swap the poison for armour sundering attacks.
  • Da Eight Peak Loonies are a Night Goblins Fanatics unit and gain leadership and melee attack & defence as well as a better ranged weapon and no longer being expendable.
  • The Krimson Killerz are a Black Orcs unit and gain leadership and melee attack & defence as well as becoming an anti-infantry unit.
  • Da Rusty Arrers are a Night Goblin Archers unit and gain leadership, missile damage and melee attack & defence as well as replacing poison with armour sundering attacks and no longer being expendable.
  • The Moon Howlers are a Goblin Wolf Riders unit and gain leadership and melee attack & defence as well as causing fear and not being expendable.
  • The Durkits Squigs are a Night Goblin Squig Hoppers unit and gain leadership and melee attack & defence as well as missile resist.
  • The Broken Tusks Mob are an Orc Boar Boy Big Uns units and gain leadership and melee attack & defence as well as encouraging nearby units.
  • The Morgrubbs Mangy Marauders are a Goblin Wolf Archers unit and gain leadership, missile damage and melee attack & defence as well as immunity to psychology, AP damage and not being expendable.
  • The Deff Creepers are a Forest Goblin Spider Rider Archers units and gain leadership, missile damage and melee attack & defence as well as stalk and regeneration.
  • The Teef Robbers are a Goblin Wolf Chariot unit and gain leadership, missile damage and melee attack & defence as well as vanguard and the ability to hide in forests.
  • The Arachnarok Queen is and Arachnarok Spider units and gain leadership, missile damage and melee attack & defence as well as being able to summon a unit of spider hatchlings.
  • Finally, the Hammers of Gork are a Goblin Rock Lobber units and gain leadership, missile damage and melee attack & defence as well as blinding attacks.

Now to go over my ideal balanced composition for the End game. I take 6 black orcs as my solid front line and they will be putting in a lot of work and taking the majority of damage. 2 giants and 2 Arachnarok spiders to target infantry and large units respectively. 2 savage orc boar big Uns to chase down anything large and 2 orc boar chariots for the infantry. 4 doom diver catapults to rain hell for the whole battle and to snipe anything too tough. Finally, an Orc Shaman and an Orc Warboss to support where needed.

Created by Colonel Damneders.