Total War: WARHAMMER II

Total War: WARHAMMER II

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Kyso4ek Sep 27, 2019 @ 7:00am
Advice for Greenskins campaign?
Im playing on normal and while i can gain some ground the opponents strike back and often raze and occupy my settlements. The rebellions are also a common occurence. For some reason the greenskins have a lot of problems with maintaining public order.

Clan Mors have ambushed and wiped me three times already. Southern dwarves are proving to be a problem as well. I can not root them out of their settlement(im using the garrison improvement mod).

I usually try to use a full stack consisting of 7-8 trolls and the rest orc boys.
Looks like a stack is not enough and i need to bring some extra troops always.

Do you think that troll spam is a good idea for greenskins? Or should i go for the catapults as always?
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Showing 1-5 of 5 comments
Hans Meiser Sep 27, 2019 @ 7:09am 
I found mixed armies the most effective with GS if you play by yourself. You can't just faceroll everything with one type of unit, but you have good counters to everything. Campaign wise it's very important not to expand too fast, because of the public order problems GS have and because Waaagh armies bait you into overextending yourself. Form alot of alliances in the beginning with all the Greenskins you can, they are very powerful allies actually that can keep problematic enemies busy and secure territory so you are safe in the direction you expanded in. Gunning for dwarfs early on is a good idea, as they will usually get very strong and you will end up at war with them at some point. That said in one of my very hard campaigns I paid off one of the dwarf clans until the very lategame and they were actually very useful in culling rebellions
RattyRyan Sep 27, 2019 @ 8:09am 
Mixed army comp is always useful, lets you do anything you want whether it's attack armies or settlements but it is more micro intensive in battle. As Greenskins you want to get into the face of your enemy and clobber them but you do have access to some decent tactical options. Catapults are great against Dwarves and can force the AI to come to you rather than bunker down on a hill which lets you control the battle more. Wizards are a great game changer and give you the greatest amount of versatility with some great spells at their disposal. Trolls are great early game but you have to mix them in with your boys or else they get owned, this goes for all monstrous infantry, they must always have some kind of meat shield around them to mitigate damage they take. 4 Trolls should be enough and you bring them to deal with dwarf armor in the frontlines, not as a replacement for cav. Boar boys are great and fun, squigs are unmatched at ruining a backline of missiles. GS have one of the most well rounded rosters with the ability to do just about anything, sure they never do it particularly well but it's in this combined arms and plain brutality and speed that they shine. Money is not a problem and your buildings are cheap,don't worry about rebellions they are often the best ways to get easy xp on your lords, embrace them and you will go far.
TVMAN Sep 27, 2019 @ 8:24am 
Mix some big 'uns into your front line of orc boys. Don't underestimate how dangerous and lethal big 'uns can be, because they're some of the most cost effective mid tier infantry in the game. They can even trade evenly with longbeards. If they get into melee with dwarf warriors, they'll absolutely shave off their beards.
Last edited by TVMAN; Sep 27, 2019 @ 8:28am
Iriath Zhul Sep 27, 2019 @ 8:52am 
GS have more specialized units than you'd expect. Since you're generally fighting dwarfs, go heavy on specialist goblin units like Skulkers, Squigs, and Catapults, all of which can punch the dwarfs' back line and prevent them from camping with ranged. And all of those units are cheap. If you decide to go up against Empire or Skaven, though, then it's time to get actual Orcs since their front-line prowess is much better and they aren't going to get stonewalled by all that heavy armor.
Last edited by Iriath Zhul; Sep 27, 2019 @ 8:54am
Teh_Diplomat Sep 27, 2019 @ 9:14am 
In my current Grimgor campaign I have:

- Goblin launcher
- Orc Shaman (his combat buffs are amazing + necessary)
- RoR Catapult
- 2x Big Uns
- Goblin Fanatic Archers (while they suffer from poor range [115] they provide armour sundering, and if micro'd this can devastate numerous Dwarf units)
- 2x Squigs (you may only have the RoR, then keep your Boar Boyz)
- Black Orcs as the rest for damage output and Stunty smashin'

I don't yet have access to Giants or Arachnaroks yet, but those will be added in as well.

I don't see the use for Trolls due to their poor stats, I'd rather have a unit of Goblin Fanatics for their whirly-durly guys, or even Skulkers for a rear AP attack, plus stacked with a combat buff from your Orc Shaman.
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Date Posted: Sep 27, 2019 @ 7:00am
Posts: 5