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They can snowball quicker than most others, but aren't too special with the rest.
They got decent to good inf as well as monsters.
Their whaaagh is nice, but you get rnd, not red line buffed units as well as a movement penalty. The whaaagh buff isn't insane. The in battle activateable LL whaaagh is very strong, but also very limited.
Having early game AP is nice, but not exactly unique.
Greenskins just have a very low skill ceiling in campaign. (Aka easy to learn and master)
But the orcs are far from broken good. I don't think any nearby faction has real trouble defeating them, except possibly Tomb Kings' starting armies, which tend to be quite anemic. In a setting where everything is 'broken good', nothing is.
Nah if you play think like dwarf they only have a strong army everything else is bad except public order.
Orcs are the standard of a well designed faction which you will find...maybe 3(?) in this game
they flow very well while most factions rely on cheese and exploits.
The economy early game is just mediocre and making one of those building mean that you can't make the growth one tier one wich is bad because they probably have the lowest growth in the game
Correction: Has the lowest growth in the game.
In other words, they're too op. Increasing the difficulty slider makes YOU stronger... which makes no sense. Not even Khorne should get even 50% of what greenskins get on VH/L in post battle loot.
Oh and everyone hates them, so if you don't recruit a billion armies and snowball to 60-70 settlements 40 turns into the game, 5 separate ai factions sit in your territory sacking your settlements every turn.
To be fair that's more a game design problem than greenskins specific. Post battle rewards should be lower on higher difficulties, including experience. And they are not the only faction who trivializes the game to the point it doesn't even feel worth playing. But... not every faction is designed in such a way that the only possible way you can not snowball is if you intentionally roll over and die, so its them too.
The only positive is they're not a ranged faction, so they have to actually play their battles to get decisive victories. Dwarves for instance you can just set your army up and then go afk, and that's already enough to win a "pyrrhic victory" auto resolve with near 0 losses.
Actually their base income is below the average, what makes you not notice is there sack potential. aka Their actually economy. Which is not only lore accurate, but leaves you open to a lot of aggression since attack means committing, which leads to exanding...which leaves you open.
But wouldn't that be double edge sword? that means that having a strong military economy makes sense. since diplomacy is non existent. so war is your only avenue, and worse, war from everywhere.
Which means their units aren't OP like rattling guns or zombies with herman...once again they are actually in a fair place.
Your complaints break down into that everyone else suffers, while orcs are competitive on every difficulty. I don't see how that's a problem. That sounds like good design.
I don't think think greenskins are OP, they are on par while everyone else is super weak.
Tech tree actually makes the faction stronger. Lords can buff their units well in categories that matter. They don't really have a "end all be all" unit. Nor does their faction play style support it. Which creates anti doomstack mentality. Which when the greenskin rework came out was HUUUUGE and unheard of.
Basically the goals that make a good faction are all here.
In my eyes they are the standard, a good example of what to do to make a faction fun but rewarding for playing the way as it's inteaded. instead of trying to go against what you suppose to by design because of necessity. In the words of man much greater than me...It just works