Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Cheap units that can be thrown into battle first to tire enemy units, or at the same time to take some of the damage away from your important units......
Cheap armor piercing......Nasty Skulkers......
Pretty fundamental and simple concepts.
Goblin Shaman Lord (specced for goblins)
2 Hero
6 Goblins
6 Goblin archers (or 4 Goblin archers & 2 Night Goblin archers if you want to be fancy)
2 Trolls
3 Doom Divers
makes for an effective & lower cost stack. Better if fighting a faction that doesn't have heavy armor consistently.
Big waagh armies (specced for orcs) have a higher top-end power but are also substantially more expensive. Both have their place in a well-run greenskin campaign.
so most of the damage comes either from spells, monsters, artillery, or lords
so the reason why you recriut gobbos instead of orc bois is to engage the enemy (preferably) elite units and use your damage dealers to kill them
you cant tell me your orc bois are actually killing stuff like how much more impact does the orc boi have compared to a goblin spear unit
of course if your lords buffs them into oblivion thats a different story but from my experience melee units in the greenskin army are not that amazing to spam them
lizardmen for example have wayyy better melee units in general
They do have their uses with the bonus of being expendable which means that when expendable units route only other units with expendable get the "allies routing" leadership debuff making them great at "tanking" for damage dealers. shielded to help keep them alive and are easy to get early on, with the nasty skulkers being surprisingly decent damage dealers and having an active ability that massively slows. Fanatics are particularly useful late game as they deal decent damage mid-game and are the only source of poison for infantry, their bound ability can also disrupt enemies quite well, creating opportunities for your other units and not to mention their stalk. Orcs are about brute strength, Goblins are about cunning strength, they are used for tricking and tipping the odds in your favour where orcs just smash.
Grom doesn't have to buff goblins, he does have Orc only buffs too (if i'm remembering right) i am pretty sure he can give orcs the norscan rage mechanic with the right food (gonna need to check that). I also know for a fact he has several buffs for Trolls too, rogue idols and i vaguely remember some spider buffs. Grom's goblins are just cheap, nasty and cost-effective for late game and waaaaay to easy to set up so they are a no-brainer for most and specing into the other food buffs makes goblins fairly less effective.
Plus there's always Grom, where it's the inverse. Why would you ever hire orcs if Goblins are cheaper AND better under all circumstances.
Wolf chariot has amasing speed and scrap upgrade. They are a Lot better than super-slow snotling pump wagons.
Of course you don't use gobbo infantry during endgame. Nobody's using tier1 infantry in the endgame, you weren't recruiting peasant mob when you had the pretorian opton in Rome I.
You mention Fanatics, but I thought Grom's Goblin Buffs didn't actually affect Night Goblins or Skulkers.
It is the Goblintide talent in the Grom and Goblin Great Shaman that does not affect night goblin units. However, for some reasons, it also does not affect the stats of Doom Diver Catapults crew.