Greetings, and welcome to Tactica Orcs for Games Workshop's Warhammer Fantasy Battles, written by yours truly. Because of this fact, these tactics should not be seriously considered and used when playing to win. Also, these tactics will be biased towards fighting the following (poorly played) armies: Empire, Wood Elves, Skaven, and Dwarves (aka the Legions of Walking Beard...). Following is a look at each of the Orc and Goblin troop types, characters, and war machines.

Warlords

Black Orc Warlords:

These Warlords have the most impressive statlines. WS 7, S 5, and T 5 mean this guy will be able to fight most other generals (Human, Elf, Dwarf, etc) easier without stat-boosting magic items. However, he has I 5. While this is great against most RnF troops, against enemy characters it's very bad. For this reason, stay away from magic items that give more punch (he's got enough already!) and go with an item like Sword of Swift Slaying.

Orc Warlords:

Orc Warlords have a pretty average statline. T 5 but I 5 as well. He's considerably more vulnerable in combat with enemy characters, so give him good protective gear. Otherwise, follow comments for Black Orc Warlords above.

Savage Orc Warlords:

These guys are awesome. Same statline as your average Orc, but they come with a magical 6+ save and frenzy! For this reason, you actually don't need to buy magical armor for him (it negates his tattoos). In smaller games, you don't even need to buy him a magic weapon, since he has frenzy. I recommend having him ride with an escort of Savage Orc Boar Boyz, accompanied by a Shaman. If you want to be exceedingly evil (and why not?), add a standard bearer with Standard of Shielding to the unit. Great RnF hacker.

Goblin Warlords:

I've condensed the three Goblin-type Warlords into one entry, due to their remarkable similiarty. For Goblin Warlords, you'll need to buy some fancy items to protect him. If you must, use the Crown of Command, but some people don't seem to enjoy this idea too much...For Forest Goblins, you have basically the same thing to do, except buy him a nice magic weapon and have him run around with the Forest Ladz carrying the Spider Banner. Night Goblin Warlords are, again, basically the same, except you should put him in a unit with the Bad Moon Banner.

Battle Standard Bearers:

I don't think I really need to go into detail here. Basically, you'll want to equip your Battle Standard with a good magic standard that will benefit any unit in your army. What's great about a BSB is that he can run around the battlefield (trying to avoid getting massed cannonfire in his gut) and join any unit that needs the effect of his standard and the +1 combat res he grants (this can mean a big difference!). It's very hard to give him a good armor save (Orcs can get at best 3+ mounted/5+ foot, Goblins 4+ mounted/5+ foot) so have him hide behind your Warlord if needed.

Big Bosses:

Black Orc Big Bosses:

These guys are great for bashing heads together among the boyz. They have very impressive statistics for what you pay. Excellent for boosting the cr in a poor unit, and challenging them annoying pointy eared gitz. You might also want to consider mounting one on a flying monster (Griffon, stay away from Wyvern!) and annoying enemy static targets (war machines, support infantry, missile units, etc).

Orc Big Bosses:

Your average run-of-the-mill big Orcs. They have a decent profile, and are twenty points cheaper than Black Orc Big Bosses. Other than that, gear 'em up and send 'em in. I wouldn't trust them to any special task, since they're susceptible to animosity (with a unit), but they're good for boosting the cr up a bit and being annoying to your opponent (that's always the most important part of a game, eh?).

Savage Orc Big Bosses:

These guys are great combat boosters! Just like a Savage Orc Warlord, they come with a 6+ magical save and frenzy. If you need to tie up enemy RnF, this is the guy for the job. A nasty monster isn't even necessary, but a nice magical toy and a ward would be a good idea. Even though these guys can be brutal, don't send them after Chaos Lords (or cheesed-up Dwarf Lords...).

Goblin Big Bosses:

Again, I've lumped all the Goblin-type Big Bosses into one category. These guys are very cheap (33 points!) and actually have pretty good stats for what you get. They're really only useful in Goblin Mobz of their own type when you can't have your general near them at all times. Try not to tool these guys up to the extreme, as it seems ridiculous to buy a magic item that costs more than the character (much less two!).

Bosses:

Black Orc Bosses:

These guys aren't really necessary. Black Orcs can fight well enough by themselves, and certainly don't benefit from the immunity to animosity. Only use these if you have nothing to do with about fifty points. If you do use them, however, be sure to include a pretty magic toy.

Orc Bosses:

Orc Bosses are worth it if you can afford them. They're relatively cheap (as cheap as a Goblin Big Boss ;-) ) and are good places to dump that magic weapon you've been dying to include.

Savage Orc Bosses:

These guys are really worth taking! 4A (frenzied) is a good deal for 45 points! They can do wonders for the combat resolution. Try including an item that will benefit the unit (Ruby Chalice?).

Goblin Bosses:

Not really a lot to say here. You can use these to carry those wonderful items to annoy enemy characters (i.e. Van Horstmann's Speculum, Black Gem of Gnar, Heart of Woe) or just to boost combat resolution. Other than that, they don't have too many uses except for being the cheapest champion-level character in the game (fifteen points!).

Shamen:

A note on Waaagh! Magic and Shaman Taktiks:

Most people consider Waaagh! Magic inferior to other races' magic decks; this (ability-wise) is probably true. My friends stopped laughing when Fanatics started spinning everywhere (a la Hand of Gork). If a head pops now and then, it's all right. Orc (and especially Goblin!) shamen are dispensible. This doesn't mean you shouldn't be worried if your big 500 pt Shaman Lord decides to turn his brains into green Jell-O, but with lesser Shamen, just grin at your opponent. You should always take multiple Shamen. Even when you do, stick them at opposite ends of the battlefield (with units). This accomplishes two things: 1) Heads are less likely to pop (it may even become impossible with Orc Shamen) and; 2) You can cover the battlefield with spells. With that said, 'ere come da boyz.

Orc Shamen:

Your average Orcs that can use spells. No special advantages or disadvantages. For advice, follow comments for Shamen above.

Savage Orc Shamen:

These guys are the best type of Shaman in my opinion. Not only do you get a 5+ magical save and frenzy with these fellers, but you also get two other unique benefits: with a Savage Orc mob (and you have to take one to have a Savage Orc Shaman!) he "activates" all the tattoos of the unit (including his own), granting a 5+ save instead of 6+. He also gains another Winds of Magic card usable only by himself. It goes without saying that you should have this one run around with Savage Orcs, Boar Boyz if you can do it.

Goblin Shamen:

Once more, I have lumped all the Gobbos together. These types are considerably more fragile than Orc Shamen, because they don't get to add their level to their Waaagh! test. It's doubly important to keep them near as few units as possible, or you'll end up with a popped Goblin. That aside, for Goblin Shamen, follow the comments above under Shamen. For Night Goblin Shamen, you can have them away from units for a few turns because of the special mushrooms they carry around. This isn't a smart idea, as the mushroom may not be very productive, but it can help in a pinch. Finally, for Forest Goblin Shamen, don't hesitate to put these as close to as many units as you want. The spider venom ensures that their heads won't pop when you need it. Try not to get him too close to enemy, however, as he may stagger into that annoyed Chaos Lord...

Da Boyz!:

Savage Orc Boar Boyz:

Savage Orc Boar Boyz have to be your best choice for cavalry. They lack the extra point of WS the vanilla Orc Boar Boyz get, but remember they have the magic 6+ save and frenzy to make up for it. They're actually two points cheaper! For more 'ard 'ittin punch, include a Shaman and Standard of Shielding in the unit. 1+ save. Nice.

Orc Boar Boyz:

These Boyz have a point of WS more than your average Orcs and can pack a punch. Give them spears as S3 just doesn't cut it anymore. Remember about the boars: their tusks act as lances on the charge, and it will often happen that the boars will perform better than da boyz. This doesn't really matter; a casualty is a casualty. It's very important that you get the charge with these (obviously!), and don't set them up against anything too tough.

Goblin Wolf Riders:

The Wolf Boyz are very, very cheap cavalry, and are very, very, fast. These are excellent flank harassers and their doubled move of 18" lets you run down right onto your opponent's flank in the first turn of the game. I recommend giving them spears and shortbows and fielding them in units of twenty or so. Wolf Rider Bosses and Big Bosses are excellent places to stick that item to deal with characters (Black Gem of Gnar, Van Horstmann's Speculum, et al).

Forest Goblin Spider Riders:

I haven't used these guys much. Their mounts have S4, which is pretty good for a spider. They also have the ability of being able to scale terrain with no penalty, which can be very useful. Only use them if you know either: A) Your opponent will fall for the trick of following the spider riders through rough terrain when they flee from a charge or B) The battlefield will have a good deal of annoying terrain to deal with. Otherwise, go with Wolf Boyz.

Big 'Uns:

+1 WS, S, and I compared to your normal Orc, and only a single point more! These should be compulsory. They have some great equipment options; use them (except for bows...why give a melee unit bows?)! Light armor, shields, and spears seem to be a good idea in a unit of fifteen to twenty boyz, led by a decent Big Boss or maybe even your Warlord. You should also give them a good magic banner; Banner of Might comes to mind.

Orc Boyz:

Vanilla Orcs. Not much I can say here. Probably not worth the points for armor, but spears and shields, extra hand weapons, or halberds are probably a good armament choice. Other than that, they're solid enough to deal with most other races' RnF troops (T4 can do wonders) with a good leader, so make sure one is provided for them. Standard and musician are a must!

Orc Arrer Boyz:

Again, not much I can say for these. Ignore any armor options and go straight for the crossbows. Deploy on a hill if possible, and don't worry about standard, musician, leader, etc.

Black Orcs:

These guys should be included in every army. Immunity to animosity and panic caused by fleeing troops is a very good thing, and their increased profiles (+1WS, S, Ld) is also very nice. They come with light armor as well, and at only nine points per model they're a real steal! Try halberds, extra hand weapons, or two-handed weapons with shields (to protect from missile fire). Standard and musician are a must, but leader is optional.

Savage Orcs:

Great infantry! 6+ magic save and frenzy, plus skirmish at only seven and a half points per model. Use them with extra hand weapons and possibly bows, and try to include a shaman with them. Standard and musician as well. Deply in skirmish formation if possible, and form up into rank-and-file before a fight if possible.

Goblins and Forest Goblins:

Go figure, Goblins are stuck together again. Anyway, not much to say about these. Put them in LARGE (twenty being considered small!) units, with standard, musician, and leader. For Forest Goblins, use the Spider Banner. Deploy them with the minimum number in the front rank (four) and as many ranks back as you can. 'nuff said.

Night Goblins:

These are the best Goblins! Not only do they wear really cool hats, they have the advantage of having hatred towards the beardy ones (aka Dwarves). A very sneaky trick with these Gobbos is to have a large unit (forty or so) with double-handed weapons, lead by a (Black) Orc, carrying the Bad Moon Banner, and three Fanatics. Very nasty unit. Every Night Goblin mob should have three Fanatics in it if possible, and more than ever standard, musician, and leader are a must.

Squig Hunters:

In my opinion, these aren't worth using. They're too expensive to be practical. While the idea of Goblins poking things with a big fork is very nice, you're better off with normal Gobbos. If you do use them, try Hand of Gorking them across the battlefield and getting the hunter teams killed off so the Squigs can go wild.

Netters:

Again, nice idea, but they don't seem to be a very practical troop type. If you do decide on using them, you can probably get away with a smaller sized unit. Go after big tough troops, and then hopefully you'll get some casualties with the big sticks.

Squig Hoppers:

Well, I've only used these guys once. A lone Squig Hopper rolled very lucky (after a few turns of threes...) and bounced around on three hundred points of elves, wounded the general, and decapitated his griffon. The one on the other side of the board was promptly shot up. In other words, they can be ***devastating*** or ***godawful***. They're very fragile for the points cost, but can be used to distract fire from other troops if your opponent is really afraid of them.

Giants, Ogres, and Trolls (Oh my!):

I've lumped these three together because I'm lazy. They can all be very entertaining troops, but are pretty expensive. Giants will be sure to draw all the heavy fire away from your ladz, which is a mixed blessing. Ogres and Trolls might do the same thing, but they are cheaper (five Ogres or about three Trolls to one Giant) and so might still have some fight left in them when (if) they reach the enemy. Good if you have no idea what to do with a few hundred points, or need something to mount those loose Goblins on.

Snotlings:

When you have a look at their profile, you'll either laugh or moan (or both). Flip to the Besitary section; they have some nice special rules! Use them as screens and don't expect anything fantastic from them. Remember that they frenzy near Savage Orcs and hate Dwarves near Night Goblins (do they climb walls near Spider Riders?). Make sure they stay out of combat with the other boyz, as S and T 1 will get them killed very fast (use multiple stands!) and will drag down the combat resolution quickly. Other than that, go to town!

War Machines:

Rock Lobbers:

These things can damage large units; don't use them on any other targets (unless they are also large, such as war machines or monsters). Try taking a mix of small and large Rock Lobbers, and be very sure to ignore armor options for crew.

Bolt Throwers:

Stay away from these! Yes, they're cheap, but you won't be able to hit a thing! One S5 shot at BS3 is a colossal waste of points! Go with something else!

Snotling Pump Wagons:

These are very, very good. Aside from random movement and wonderfully awful crew, they have no drawbacks. Use them to scare your opponent; if he ignores them, he's in for a very nasty surprise. Take several wagons just to be sure one gets somewhere.

Doom Diver Catapults:

Probably your best artillery choice. Their awesome range and damage potential, plus the ability of the Goblin to correct himself if he deviates, makes them more than worth their points (unless they misfire...).

Chariots:

These should actually be ignored in favor of Pump Wagons, but if you really can't stand the random movement, go with Chariots. Always take scythes and the full allowment of extra steeds and crew if possible; equipment options are up to you, but it may be worth buying armor since it's really annoying to have your chariot running through your own units because of some punk elf.

Closing:

If you insist on following the above tactics, you probably won't win any games...Anyway, feel free to send in any battle reports, tactics of your own, corrections to mine, or praises/flames at [email protected].

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