Total War: Warhammer Guide - Orcs and Goblins

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I'll pick them up, I'll shred their ozza. I will burn their villages and their cities. I will throw them in a fuoko and I will roast them. Zkiaccerò tezte, spakkerò muzi and zalterò zu eggi zu kuel poko che rezta. Then he will become really kactive.

Grimgor Pellediferro

 

Orcs and Goblins

Orcs and Goblins are the two most common Greenskin subspecies, as well as the ones that most commonly live and fight together. Orcs are the biggest and most aggressive, constantly looking for someone to face and defeat, while goblins are the most devious, mischievous and cruel. Greenskins don't shine for foresight or tactical acumen, and generally live in small tribes that are constantly at war with each other; sometimes, however, an Orc (or more rarely a Goblin) of exceptional strength, skill and / or luck manages to establish itself, amassing more and more followers and giving life to a so-called Waaagh !, a boundless horde of Greenskins that pours for the world in constant pursuit of battle and destruction.



The Orcs and Goblins are a rather varied army, equipped with numerous and fairly capable but basically undisciplined infantry and cavalry, flanked by various monstrous creatures and rudimentary war machines.

Strategy in the campaign

Campaign Special Rules:

Special Army Rules:

  • Combativeness:
    All Greenskin Armies are equipped with a meter that indicates their Combativity value (which can range from 0 to 100). An Army slowly loses Combat when not fighting or raiding, while gaining it by winning battles and looting (when Combat is very low it is also possible to increase it by a bit causing damage to your troops).
    If the Combat is too low, the Army suffers attrition, while when the value reaches and remains above a certain threshold and there are enough units in the Army, a Waaagh !, a second Special Army controlled by the 'AI that can either follow the home Army on the campaign map or be sent against any enemy target. A Waaagh! it does not have its own separate Combativity, but instead shares and aggravates that of the Army of origin; if at the start of a turn the Combat is below the Waaagh! summoning threshold, the second Army automatically disappears.

 



Total War: Warhammer Guide - Orcs and Goblins

 

Army Mode:

  • Marcia
  • Ambush
  • Underground way (see Nani)
  • Raid Camp:
    Hiring it consumes 50% of the Army's maximum movement, and while holding it you cannot move at all. The Raid Camp is a Mode that, in fact, unifies the normal Camp and Assault Modes: the Army gains immunity to attrition and access to replenishment and Global Recruitment wherever it is, all units have bonuses to Discipline and melee defense if dragged into battle, and if used on enemy soil, it damages the growth and public order of the local region, while producing money. Raid Camp Mode also slowly increases the Combativity of the Army employing it.

Recruitment Mode:

  • Local
  • Global (when in a Settlement or Raid Camp Mode)
  • Regiments of Renown (DLC)

Settlement conquest mode:

  • Occupies (Regions habitable by Dwarves and Greenskins only)
  • Occupy and Loot (Regions habitable by Dwarves and Greenskins only)
  • Raid
  • Raze to the ground

Home

The early stages of the game will pass with several battles against other factions of Orcs and Goblins, which you should try to conquer or assimilate through confederation as quickly and efficiently as possible. To the north, not too far from your starting position, are some factions of Dwarves; given the stronger diplomatic ties between them, however, tackling even one will likely mean starting a full-scale war against all neighboring ones.

Ultimately, what I think you should try is to concentrate your efforts towards the south, limiting yourself to containing the threats from the north. When all the Badlands, or even a good part of them, are solidly in your hands, you will be shielded from enemy attacks on two and a half sides and you can give life to an intensive production of resources and units. Long-term diplomacy is not a problem you should care about.



 

Total War: Warhammer Guide - Orcs and Goblins

 

Storm of Chaos

Even if the Desolation of Chaos is far from you, some fleets of Norsmanni will appear in the Black Gulf when Archaon arrives, so you are likely to suffer an attack on your lands very soon. That said, you should have time to prepare for the bulk of the Chaos Warrior Armies, which will present themselves where you are probably already fighting with the bulk of your forces, or your northern borders with the lands of the Dwarves. If you have conquered the southern region of the world quickly enough, your war machine should give you considerable security, and you will most likely overtake your enemies by far in terms of numbers.

Age of Peace

The damage caused by the hordes of Chaos to the rest of the world varies, but the Dwarves in the most remote regions tend not to have suffered that much. Trying not to incaponarsi to annihilate any Human and Vampiric factions, at this point you will have to start your long - but probably inexorable - expansion along the various mountain ranges around the world, eliminating all the remaining blocks of Dwarves.

Battle tactics

Strengths:

  • Fairly resistant units
  • Excellent light cavalry
  • Good infantry, cavalry and war machine options
  • Some of the strongest monsters in the game
  • Two unique and more than discreet knowledge of magic

Weaknesses:

  • Poor general discipline
  • Few heavily armored units

 

Total War: Warhammer Guide - Orcs and Goblins


 

Use the Orcs and Goblins

It is possible to play the Orcs and Goblins in several different ways, but usually the core of each army consists of a large mass of infantry, numerous and quite dangerous but lacking in Discipline, to always keep close to each other and to the General. The fighting characters are also more than discreet and are not afraid of ending up in the midst of hardly any enemy units, as long as they are supported by their own troops.


Monsters are one of the Greenskins' greatest strengths, and should always be exploited to some extent. Giants are great against heavily armored units, while Spider Aracnarok is one of the best monster slayers in the game; both, given their size and low Armor, are still quite vulnerable to concentrated fire and to all units with bonuses against large units. Trolls are a riskier choice, but they can still provide good support when used in conjunction with other melee units.

All the other army fundamentals are not great, but they remain discreet: the cavalry are very varied and can be bent to any style of play, the shooting is acceptable for what it costs, the artillery should not be underestimated and both Lore of Magic Greenskins have some pretty good spells. Ultimately, it is difficult to rate the entire army to a single specific function and maintain high effectiveness, and you should rather try to exploit more than one of the various options it offers.

Confront the Orcs and Goblins

The Orcs and Goblins are an army that is difficult to overwhelm in numbers or put in check from the point of view of tactical options, but at the same time lacking real immovable "blocks" against which you could impact. For this reason, it is usually better to concentrate one's forces, damage as hard as possible the large mass of enemy troops to quickly put them on the run and then manage the most unusual or complicated targets.

Greenskin infantry are not very resistant on average, and if they take too much damage too quickly they will escape very easily, creating a hole in the enemy formation that will give you a considerable tactical advantage. The risk in this maneuver is to end up surrounded by heavy or specialized units before having clearly won the fight in the center, and consequently get stuck in a fight that you could also lose in the long run.

Having any form of shooting and / or fast units is almost always a good idea, as Orcs and Goblins don't have much mass fire to counter them with but instead often employ some war machine or light cavalry. If available, even some heavy cavalry (slightly critical Greenskin sector) can give you a tactical advantage that should not be underestimated.

 

Total War: Warhammer Guide - Orcs and Goblins

 

Better units

  • Goblin Wolfrider Archers

Goblin cavalry stands out for neither stamina nor prowess in close combat, but Goblin Wolf Archers are one of the fastest and most cost-effective skirmish cavalry in the game, annoying and extremely difficult to force into engagement. Like all light cavalry they suffer a lot against the enemy's massive fire, but given the discrete mass if necessary they can still be launched to the charge on the back of an enemy formation to upset the ranks and cause panic.

  • Grozzi Orcs

Even if you would not think so, by virtue of the Bonus against large units the Grozzi play the role normally entrusted to the spearmen, with the added advantage of getting along perfectly even against normal infantry units of medium tier. To make the bulk of your army, the Grozzi are therefore a flexible and relatively reliable choice against any opponent who is not their direct counter.

  • Giant

A Giant in close combat hurts, badly, on just about anything, and will win a one-on-one battle with almost every other unit in the game. His only limitations are his slowness and high vulnerability to even light shooting, which combined can make him useless against very dispersed and mobile armies. If it comes to creating a line of combat between two massive fronts, however, having a Giant at hand can often make a difference.

  • Aracnarok spider

The Arachnarok is a monster that is more than fair against large units, and shines even more in the role of slayer of characters and other monsters. The fact that both his close combat and Goblin ranged attacks on him are Poisonous allows him to apply sensitive penalties to whatever his target is, potentially supporting friendly troops or holding back and wasting a player's full potential. expensive enemy unit. Due to his low armor, however, he suffers greatly against anti-large units, and the low Leadership makes him vulnerable to concentrated artillery and spell fire.

 

Total War: Warhammer Guide - Orcs and Goblins

 

  • Catapult of the Slinging Mad Goblins

Relatively cheap machine, with a high rate of fire and with a good accuracy. Fantastic for thinning out enemy infantry and cavalry, even the elite ones, from a safe distance, putting the opponent under pressure and forcing him to expose himself if he wants to stop the almost incessant Goblin rain on his lines.

 

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