Warhammer: Orcs & Goblins 9th Edition out now! Updated: 17/ I plan to finish the Empire book sometime next month as well. I've yet to. Warhammer Armies – Orcs & Goblins (8th Edition) - Download as PDF File .pdf) or read online. 8th Edition Warhammer Orcs & Goblins army book. Warhammer Orcs & Goblins 7th - Download as PDF File .pdf) or read online. Warhammer Fantasy 7th Edition Orcs and Goblins. Warhammer FB - Army Book - Warhammer Armies Tomb Kings (8E) - Uploaded by. Luci · Warhammer.

Warhammer Orcs And Goblins Army Book

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This page full-colour, hardback Warhammer army book contains all the rules you need to field an Orc & Goblin army, as well as detailed background. Orcs & Goblins is a supplemental book for the Warhammer Fantasy Battle tabletop game. The Orcs and Goblins represent a generic Dark Ages warband army with little internal cohesion and discipline, and relying on the ferocious charge. A big downfall of having so many options in the army book is that players can get overwhelmed and try to take one of.

This is a big risk for a level 4 caster.

Better to take level 1 or 2 night goblin shamans so that if one rolls a 1, you can cast other spells with different shamans. Mounts[ edit ] War Boars: War Boars are awesome. These are what make Boar Boy Big 'Uns so dangerous; a unit on the charge that deals Strength 6 attacks? A good choice for a boss that is going to join a unit of Boar Boyz, otherwise keep in mind what unit your Lord or Hero is going to join. A great mount for a Goblin hero that's going to be attached to a Wolf Riders.

The Giant Wolf has also given rise to the "goblin cowboy" technique.

Instead of running wolf riders, you can run a cheap goblin boss on a wolf for similar points. The benefit to this is you have a unit with higher toughness, a better save, better strength, and an ability to tank against certain units. You can take the Dragonbane Gem on a goblin hero on a wolf and run him right into K'Daii Destroyers, Hexwraiths, and cavalry units with flaming. He'll hold them up forever.

Also, you can give him a cheap magic weapon so that he can run into ethereal units and kill them. What is also important - it's Animosity free and against BS shooting can hide inside a unit.

Gigantic Spider: Haha, oh boy. This is what makes your Goblin Boss so effective. You get all of the benefits of the Spider's rules, including its Wall-Crawler ability, and you give that Goblin an extra wound. Found that you want another 3 wound character and you've used up your Lords point allocation?

Great Cave Squig: See the rules on the Squig section. Use at your own risk. But what's not to like? Wyvern: For a flying creature, it's not that bad. It has thunderstomp and poisoned attacks and it gives your general an 18 inches leadership bubble. However it paints a big cannon target on the General's chest and you want to avoid exposing yourself to any warmachine. The Wyvern is generally considered a bad idea for competitive play but don't let that stop you if you play for fun.

If you don't face too many ranged threats then the wyvern can be a great addition to your army. Just remember that it's not a dragon, it can't eat entire units by itself and its primary use is transportation. Try giving your Great Shaman one of these babies and watch as he soars around the table blasting spells all over the battlefield. Very effective as a defense against pesky units and you get to actually use your augment spells in combats where you need them. Core Units[ edit ] Orc Boyz: Your bread and butter unit.

Orcs are tough, have decent stats, and at only 6 points a model, they can be fielded en masse read: tarpits. Make sure to give them a musician and standard bearer of course, so they can win a combat or two. Give them extra hand weapons as well. With Orcs, it's always a great option.

Also remember that this unit is one of the few that can take a magic banner. Regular Orc Big 'Uns with the flaming banner or banner of discipline unit are a solid unit that's a little more dependable than Savage Orc Big 'Uns.

Orc Arrer Boyz: Orcs It feels so wrong Again, they make up for their relatively poor stats in solid walls of flesh.

Their access to volley fire is useful here, as it allows the whole block to fire their bows, albeit with extremely poor accuracy, but who really cares when you're putting out 30 shots from a single unit? These are an insane Close Combat Core choice, should they ever make it to assault and if your enemy is smart, they may use Frenzy to their advantage, leading the squad around aimlessly with a small unit at the edge of charge range.

You can give them Big Stabbaz, which give them D3 impact hits. Like most units in the army, feature a wide variety of upgrades for tailoring them into just the kind of unit you want it to be, though they are best off doing what they are meant to: flail wildly around in Close Combat, inflict as much damage as possible before inevitably dying. Another, less common but still good choice is to take Big 'Uns and arm them with bows.

No one wants to charge savage orcs with frenzy and Str 5, but no one wants to eat 25 poison shots a turn, either. Big 'Uns: Big 'Uns are a cheap upgrade that is more than worth it. The resulting three S5 attacks per model for as low as 11 points will shred anything on the charge.

The only problem lies in getting that unit in combat where you want it to be due to the double threat of Frenzy and Animosity that are just begging to make you lose control of it. Goblins: Your army's quintessential tarpit.

At 3 points per model base, Goblins can be fielded in insane numbers. Can be upgraded with Nasty Skulkers which are kind of a mixed bag. With three attacks and Killing Blow on the turn they are revealed them, they can be a real pain in the ass to an opponent who expected to run heavily armored knights into the puny goblins and take no casualty.

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On the other hand, Killing Blow only works for a single turn a shame and does nothing to many unit types such as chariots or monstrous infantry. In fact the most interesting use of Nasty Skulkers is to use them to displace rank-and-file models. With three Skulkers and two cheap Goblin Heroes in a 5-wide unit, the opponent will be forced to allocate wounds, most likely causing the opposing force to waste attacks.

Goblin Wolf Riders: Your army's fast cavalry. Give them spears and watch them flank charge a heavy infantry unit to death, or at least keep them tied up long enough for your chariots to flatten them.

The Vanguard rule and super fast movment makes them fairly effective war machine hunters. They come standard with shields,and can take all the same upgrades as Goblins as well, with just two differences. The first is netters for 45 points, an infinitely useful upgrade to an otherwise simple tarpit unit, netters inflict a -1 strength modifier on any unit they are locked in combat with on a There is always the odd chance that they entangle themselves on a 1, but they are already so low strength that that should only add to the lulz.

The other upgrade is Fanatics. Excuse me for a minute, slight crisis moment. Watch as the enemy player tries to blast through the squishy night goblins with heavy infantry, only to suddenly be lambasted by up to 18 s5 Armour Piercing hits as the little bastards swing insanely through them.

Forest Goblin Spider Riders: Goblin special cavalry, spider riders can be quite useful.

They pump out plenty of poisoned attacks, but their best trick is their ability to move right up inside of buildings and ignore terrain as they do so. Perfect for flushing well encamped enemies out of cover and the bane of wood elf players. However, their high point cost at least Special Units[ edit ] Black Orcs: Infantry. Black orcs have better staying power, and are one of the few units in the army that are immune to Animosity.

They also have Immune to Psychology, meaning they won't panic like most of the other units in the army book. The only foreseeable issue with black orcs is that your opponent is sure to try and avoid them, and they cost twice as much as a standard boy. If used correctly, black orcs can be an excellent addition to the army, just make sure you have the spare points.

One catch though. Their low I cause them to get brutally slaughtered in cc with tarpits of skaven, swordsmen, elves etc. Be sure to always use shield and close combat weapons in order to survive the combat and thus making them worth their high cost. Additionally, this is one of the few units we can take that has "can opener" abilities. Orcs and Goblins have a huge amount of str attacks. But Black Orcs can pull out great weapons and wipe out tough, heavy armored units that would normally give them fits Steam Tank, anyone?

Orc Boar Boyz: Your heavy cavalry. Though a high point cost, they have a potential to be worth it, as you are putting that awesome cc squad into assault relatively quickly, plus with high strength attacks from the tusker charge special rule. Slap a Warboss on a boar with them so they won't run quite so easy. Boar Boyz are a good unit that suffers from the same problems that plague all cavalry units in 8th edition Warhammer: the boars in a second rank don't get to attack, even though they do most of the unit's damage output.


Savage Orc Boar Boyz: Again, not much more to be said here, simply more expensive, batshit insane Boar Boyz with some special frenzy rules and they get to take two hand weapons while mounted, one of the few who can do so. They sacrifice surviveability for more 'ead crumpin'.

Orc Boar Chariot: What's not to love? It's a heavy chariot pulled by boars.

Can easily mow enemy infantry units flat. Give it an extra crew for additional lulz and attacks. Suffers from being more expensive than the goblin chariot. Unlike the Orc Chariot you can take these things in units of three.

However, it's usually better not to due to leadership checks for losing just one chariot. Goblin Spear Chukka: Handy for killing infantry and monsters at range, but perhaps not quite as versatile as a Rock Lobba.

Then again, this thing is a special choice and is much cheaper than the Rock Lobba so you could potentially field both. In fact, spear chukkas are the cheapest bolt thrower in game currently, partly for the reason that they can misfire just like a stone thrower.

You can put a bully in the bunch to keep em in line. Spear chukkas are also a 2 for 1 sort of choice for the special slot, so you can take double the duplicates you'd normally be able to take. The main issue is the ballistic skill of goblins. They put out a lot of attacks, so at their worst they can at least soften up an enemy unit for your boyz to finish off later. They also EXPLODE if they break or if all herders are killed, so a loss in combat can potentially cause quite a bit of damage to the enemy.

Moving the unit forward as fast as possible and counting on them to explode amidst your opponent's units is actually called a squig bomb and very effective. Night Goblin Squig Hoppers: Where herds are more about the squigs alone, Hoppers are a special cavalry unit.

These are good for harassing enemy units and flank charging, as their relatively high speed and random movement can get them where they need to go better than herds. However, said Boss will not benefit from Look Out Sir and will be cannon-bait. Squig Hoppers are both cavalry and skirmishers, so it is not worth it to have multiple ranks: Skirmishers can never disrupt their opponents when charging the flank or rear, and only the riders of cavalry models can make supporting attacks, not the mounts.

And let's be honest, you're not fielding Squig Hoppers for the Night Goblin riders. Snotlings: Swarms of tiny little greenskins with stats that make goblins look mighty. With 5 wounds and 5 attacks a base, and the fact that they will not run, you can plant a huge swarm of these on an objective and probably hold on to it for a looong time.

They can also stand and shoot a single S2 shot that ignores armor, which is highly situational at best. Save your points in this slot for something else.

The only use I've found for them has been to put them on a flank and let them run towards war machines. They at least won't panic anything when they die. Trolls: Big, strong, and fieldable in large groups, trolls are good for keeping between your groups of Gobbos and Boyz in case they fail their Animosity rolls.

Trolls are very powerful in cc, and have some great staying power due to their regeneration. Trolls can forego their three regular attacks they can still stomp! Watch a Chaos Knight die a very inglorious death, guaranteed not to win him any daemonhood soon. Trolls do suffer from Stupidity and at Ld4, no less , so you'll have to keep a boss with them or warboss near them at all times if you want them to actually get shit done. Think Ogres, but with a few tricks and retardation issues.

Remember that Stupidity also gives you Immune to Psychology, so at least they won't panic. Trolls also come in three varieties: standard, stone and river. While strider can of course be handy in the right situation, it's nothing to write home about. Giants: The ever-venerable giant. The model looks pretty pimping hot but its purpose is often limited to receiving multiple cannonballs to the face. A good choice for the purpose of having fun but not much else, the giant is generally skipped by competitive OnG lists.

Mangler Squigs: Good. Essentially massive squigs that have been prodded by night goblins till they are insane with RAGE. Manglers behave like enormous fanatics. Point them in the direction you want them to go, pray to Mork they get there they have no armor, so be careful , and watch as they fling out a positively retarded number of high strength hits. All in all, a very fun if unreliable choice for flattening units and wreaking havoc.

If you can get off the "Hand of Gork" spell you have a killer combo at your disposition, you can literally win the game in one turn if you can teleport your mangler squig across the map and make it go sideway through the enemy line. Get your tear cup ready. Rock Lobba: A fairly standard catapult. Great for flattening Dragons, Manticores, Hydras, Terrorgheists, Daemon Princes, Skycannons and other huge things that orcs normally have a problem dealing with.

Warhammer Orcs & Goblins 7th

Even if these juicy targets are not present, it does relatively good against hordes of cheap models. A Rock Lobba is rarely a bad choice. Goblin Doom Diver: Extremely powerful. The Doom Diver is one of the most accurate warmachine in the world of Warhammer and one of the most hated unit in the game by non-orc player.

If people are going to name something "broken" about OnG then they're going to bring up Goblin Doom Divers. They're perfect for assassinating stuff in heavy armor or enemy characters due to their high precision and ignoring armor saves. Demigryph Knights? Dragon Princes? Important note: if you choose to redirect the Doom Diver then it needs to move the full distance that you roll.

The implication is that if you miss a lone infantry character by 1 inch and subsequently roll 3 inches of re-direction, you CANNOT hit that character. You can only fly over the model and leave it unharmed.

It's odd to think about but that's the rules. You will also note that the Doom Diver can only hit things where it lands, but in the rare instance that two units are touched by the Doom Diver's base then you get to hit both.

Snotling Pump Wagon: Pump wagons are hilarious, unreliable and dreadfully scary for your opponent.

They have random movement and the potential to veer out of control at any given time, but having 2D6 impact hits is nothing to scoff at. Remember that having random movements has its own advantages, namely that you can charge enemy units during the compulsory movement phase without giving them the chance to perform a charge reaction.

This is gold when facing a fast cavalry avoidance list that suddenly find itself not allowed to perform their standard feigned flight tactic.

As far as upgrades go for the Pump Wagon, Outriggas and Spiky Rollas are pretty much mandatory, with Giant Explodin' Spores being the single most awesome thing you could download if you face heavily armored cavalry.

Also Flappas are very useful, since chariots do very bad with dangerous terrain and your opponent might think his units save from your attack if there is a river, marsh or obstacle between you. Remember that as a suicide unit, the enemy will want to shoot your Pump Wagons at all cost. If you bring Pump Wagons then consider bringing Mangler Squigs as well so that the enemy cannot shoot them all.

Mangler Squigs and Pump Wagons serve relatively similar purposes after all. Arachnarok Spider: Big fucking scary spider. The model looks fuckin' ace but it is sadly ignored in serious lists due to being overpriced for what it does on the battlefield. Only pick it up if you're not particularly competitive or if you're certain you won't face warmachines, otherwise the thing is likely to die from spells or warmachine fire before doing anything cool.

Remember that the goblin crew is equipped with spears and therefore adds eight S4 attacks on the charge. You can give the spider a web lobber and the feeling of not being nomiated to the "Slowest army of the Game" award is a good one, even though it barely scratches Snotling.

Additionally you can make this thing a super expensive Lord choice by mounting a Goblin great shaman on it and if you have done this, take the spidershrine, loremaster is a must for your only caster. Building Your Army[ edit ] The important thing to remember when assembling your Waaagh!

Warhammer/Tactics/8th Edition/Orcs & Goblins

A big downfall of having so many options in the army book is that players can get overwhelmed and try to take one of everything. Mixing too many strategies together is generally a bad idea. For example, it'd probably be a bad move to mix a slow unit like black orcs or trolls in with an all mounted army; by the time these squads get there, chances are your cavalry has already done most of the work or has been slaughtered and can no longer support your big things.

downloading Your Army[ edit ] As with any army, start with your core choices and first lord or hero and build from there. Always determine just what army you are trying to build before you start downloading. Sit down with an experienced player and discuss what units synergize best with each other if you are having trouble figuring things out. Army Composition[ edit ] You should be judiciously paying for standards, musicians, and characters to boost leadership.

In order to lead your greenskins to victory it is absolutely vital to have inspiring presence on as many units as you can. To achieve this there are many types of army composition available to you: Orc Warboss and BSB: Provides leadership 9 and rerolls, a strong default choice.

The Warboss is a powerful combat character and his Waaagh ability is a fun bonus, albeit small and easy to forget. You can put him on a wyvern for a bigger leadership bubble but most competitive advice will discourage you from doing so, as it is just begging to get sniped on turn 1.

The Warboss does a better job on the front line, sending challenges to enemy characters and providing combat resolution through sheer butchery. Goblin Warboss with BSB and Banner of Discipline: An alternative to the Orc Warboss, this setup provides leadership 9 and rerolls for those who wish to stick to a goblin-only army.

Generally you want to put both the General and BSB in a bunker behind the fighting troops. This makes it harder for the opponent to assassinate either the general or BSB, who are vital in this case since goblins have low leadership by themselves. Gorbad Ironclaw: A special character, this guy provides both leadership 10 and rerolls at the same time! Problem 1: he's a special character and they aren't always allowed.

Problem 2: he's expensive as all fuck. Problem 3: he is a standard bearer and is therefore bound by the rules that normally affect standard bearers. That means he cannot run, ever.

A standard bearer is automatically removed from play when a unit breaks and the same goes for this guy, regardless of whether he is a legendary badass that just happens to have a flag on his back. All things considered, unless you absolutely want to field this character for fluffy reason then you're better off with a separate Warboss and BSB. This is a pretty interesting setup since unlike most wizards, this bad dude is T5 and can actually survive in combat.

Equipped with Fencer's Blade and buffed by Fist of Gork, he can even dish out a lot of hurt. As usual, the biggest danger of using a Wizard general is miscasting: if the shaman gets sucked into the warp on turn 1 then you can pretty much pack your things and go home. Regardless of what you choose, remember to stick with your army theme. Whether you want to use huge blocks of infantry, multiple small units, big scary monsters or swarms of cavalry, you don't want to end up with too many strategies on the field.

If you're going to try something then you need to commit to it. An OnG army with no direction will fall apart quickly. Magic Items[ edit ] Anything that gives ward saves is always handy. Warhammer Armies: Dwarfs Fantasy New. Make offer - Warhammer Armies: Make offer - Battletome: Shop by category. Game Version see all. Warhammer Fantasy Battles. Age of Sigmar.

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Authenticity verified.So I stick to the OOP stuff and its all good stuff from back in the day. They are even bigger, stronger and meaner than regular Orcs, and so tend towards command roles.

Great news for some, Wurrzag Ud Ura Zahubu returns! It's odd to think about but that's the rules. Grimgor Ironhide: If Gorbad is the Ghazghkull equivalent then Grimgor is the Ork himself reincarnated as a Fantasy character, and very certainly the most angry greenskin in existence.

A good choice for the purpose of having fun but not much else, the giant is generally skipped by competitive OnG lists. Death on the Reik 4.