Total War Unit Size
Melee infantryGreenskins have access to the following melee infantry units:. Orc Boyz - the most basic melee unit of the Greenskins. Even though its stats are quite low, it makes up for it with large unit size and low cost of recruitment. It has a very thin armor, making it vulnerable to enemy attacks, but is equipped with shield allowing it to block portion of enemy missile units' fire.
Those units will be your bread and butter until you unlock Orc Big 'Uns and Black Orcs. Goblins - pretty much the weakest unit of Greenskins. It has low armor and leadership, and doesn't get a bonus when fighting large units and cavalry like a normal spear-wielding unit does. However, their low capabilities are compensated by their huge size (120 soldiers!) and extremely low costs - both to recruit and upkeep. It's a typical cannon fodder unit that should be used during the early game. Nasty Skulkers (DLC The King and the Warlord) - definitely the weakest (apart from zombies) unit in the game (if you compare the stats). Their only advantage is the ability to deploy in an expanded deployment area and Stalking.
Sure, because the line is so long, you can't get more than 2 or maybe 3 units in the radius of a buff, or more than 2-3 enemy units in the radius of a debuff, but having 1-3 units with +24 melee attack or 2-3 units of enemies debuffed by soulblight is still a distinct advantage.
Their attacks can pierce armor but that still doesn't make it too useful. Furthermore, they are more expensive than the regular goblins. Savage Orcs - a variation of Orc Boyz, they have no armor, and thus they are even more vulnerable to attacks, especially range attacks. Luckily, physical resistance makes up for this fact. Furthermore, the Frenzy ability will grant additional damage if it's above 50%. Besides, Savage Orcs are immune to fear and terror attacks. They have a strong charge attack, and can be easily considered your basic melee infantry unit.
Orc Big 'Uns - one of the best units in the game when it comes to cost effectiveness. They are very cheap to recruit and hold in an army. They are a lot better than Orc Boyz, deal high damage and are good at charging. Their only drawback is the lack of shield, but those units are there to deal damage, not to protect the rest of your army. Savage Orcs Big 'Uns - a more powerful variation of Savage Orcs. Similarly to savage orcs, this unit has no armor, greater physical resistance and Frenzy. These Orcs are slightly faster and better at charge than Orc Big 'Uns.
Night Goblins - a little stronger version of the regular Goblins. They have the same extreme unit size and comparable stats, but their attacks poison the enemy. Poisoned units have reduced stats (damage, speed and vigor), which helps them when fighting with stronger enemies. Poison is also very effective against high-tier units, as it gives a percentage reduction to stats, not a flat value.
Additionally, Night Goblins are cheap to recruit and their upkeep costs are low, and they are equipped with shields. Night Goblins (Fanatics) - almost exactly the same unit as the one described above. The only difference is their special ranged weapon, Spinning Loons. This unit can use it while initiating combat, reducing the strength of the enemy army before they engage them. However, this weapon is ineffective and you shouldn't keep those units just because of it - there are better units of this tier. Black Orcs - the best melee infantry of the Greenskins, as well as one of the best in the game when it comes to dealing damage. They have large unit sizes compared to similar units of other factions, their armor is thick and they deal a lot armor-piercing damage, making them effective against heavily armored units.
Their only drawback is relatively high upkeep cost when compared to other units of the Greenskins. Missile infantryGreenskins have access to the following missile infantry units:. Goblin Archers - the cheapest missile infantry of the Greenskins, and, paradoxically, more effective than their more expensive equivalent, Orc Arrer Boyz. They have poor leadership like every goblin unit, but they make up for that with decent range and large unit size. Their only problem is almost non-existent armor-piercing damage, making them useless against armored targets. They are, however, extremely effective against ethereal units.
Those units, along with Goblins, are good at early game when massed. Orc Arrer Boyz - in theory those are the stronger Greenskins missile units of the lowest tier.
In practice, however, their poor accuracy make them extremely ineffective against smaller groups of enemies - large portion of their arrows will simply miss their target. Also, they are almost twice as expensive as Goblin Archers. Savage Orc Arrer Boyz - a variation of the previous unit - they have no armor but physical resistance to attacks that are not based on magic. Just like in case of Orc Arrer Boyz, their accuracy is low and their recruitment cost is even greater.
Night Goblin Archers - a unit that is almost identical to the regular Goblin Archers. There are two differences - poison attacks which reduce the stats of the enemy they hit and Vanguard Deployment. The second ability is extremely effective when used correctly - you can flank enemy soldiers with ranged units, but you can also quickly lose them when left without protection.
Night Goblin Archers (Fanatics) - again, almost the same unit as the one described above, but with an additional ability, Spinning Loons. However, this weapon is completely useless to them (as they have to get close to the enemy) and you shouldn't keep those units just because of it. Regular Night Goblin Archers are as good as those units. CavalryGreenskins have access to the following cavalry units:. Goblin Wolf Riders - the second fastest unit in the entire game (second only to the Gyrocopters). They are weak as a cavalry, but they are extremely fast, numerous and very cheap to recruit and keep in the army.
Those units can be used to harass enemy soldiers and then run away, as no unit will be able to catch them. However, thanks to their low stats, they should only be used during the early game. Forest Goblin Spider Riders - basically an upgraded version of the Goblin Wolf Riders, with shields and poison attacks. They are still weak in direct engagements and shouldn't be used from mid game, when more powerful units start to appear on the battlefield. Night Goblin Squig Hoppers (DLC The King and the Warlord) - slightly slower than Goblin Wolf Riders but with better fighting skills.
Their weapons deal additional poison damage. The unit is immune to fear and terror attacks, and you can deploy it in an expanded deployment area before each battle.
Just like in the case of previously described units, their main role is to haunt enemies. Orc Boar Boyz - The first true cavalry unit of the Greenskins. Although it still lacks the armor of cavalry from the Empire or Warriors of Chaos, it's a very cheap unit to recruit. They have decent damage and charge bonuses, they are equipped with shields and deal additional damage when fighting with infantry. If you are looking for cavalry units, Orc Boar Boyz are definitely for you.
Savage Orc Boar Boyz - a variation of the unit described above. They have weaker armor but their speed and physical resistance make up for this fact. Furthermore, the Frenzy ability will grant additional damage if it's above 50%. Savage Orc Boar Boyz are immune to fear and terror attacks. Orc Boar Boy Big 'Uns - a stronger variation of Savage Orc Boar Boyz. They sacrifice the shield for more direct damage and charge bonuses.
Also, they gain bonus to damage when fighting with large units and cavalry (instead of infantry), making them effective against those units. Still, regular Orc Boar Boyz are better, because Big 'Uns won't be able to keep up with enemy cavalry. Savage Orcs Boar Boy Big 'Uns - a stronger variation of Savage Orc Boar Boyz. It's also the fastest Greenskins boar unit. Similarly to savage orcs, this unit has no armor. However, they do have greater physical resistance and Frenzy. Missile cavalryGreenskins have access to the following missile cavalry units:.
Total War Warhammer Unit Size Setting
Goblin Wolf Rider Archers - a living nightmare for any infantry unit that lacks heavy armor. Those units are extremely fast (second only to the Dwarven Gyrocopter) and can fire whilst moving, making them the most annoying unit in the game to deal with. They can harass enemy units quite effectively, keeping themselves at the safe distance. The only drawback is the lack of armor-piercing damage and their poor armor - a single volley from a good missile unit will cause them to route. Forest Goblin Spider Rider Archers - basically an upgraded version of the unit described above.
They are a little slower (although still one of the fastest in the game), but they have shields, thicker armor, deal more damage, and their attacks apply poison, reducing the effectiveness of enemy units. This is a must-have for every army - you should have 2 or even 3 of those units in every army. Monsters and large unitsGreenskins have access to the following monster and large units:.
Squig Herd (DLC The King and the Warlord) - the smallest and the most numerous monster unit that Orcs offer. They are rather fast and have advantage against infantry, and just like other monsters, they can penetrate armor. Unfortunately, their discipline is rather low, and are not as good at combat as e.g.
Only good for haunting enemy troops. Trolls - they can be recruited early, they are cheap and deal decent damage, and they can regenerate their wounds.
Their biggest flaw is their incredibly low leadership, which is why you shouldn't send them alone to fight enemies. If you prevent the enemies from surrounding them, they will be able to demolish almost any unit. Also, their attacks deal armor-piercing damage. Giant - basically a larger, stronger and overall better version of the Trolls. Giants tower over other enemies, have immense health and deal extremely high damage, both normal and armor-piercing. Their leadership is also high, making them very hard to route. They cause terror to enemy units standing nearby, causing them to run away in fear.
Similarly to Trolls, Giants shouldn't be send on the frontlines alone, as the enemies will quickly surround them and kill them. Additionally, thanks to their size, they are vulnerable to enemy missile fire. Arachnarok Spider - hands down the best Greenskins unit. Arachnarok spiders have the thickest armor in the game and they have access to two weapons. They can either attack in melee range dealing damage comparable to a Giant, and/or shoot at the nearby enemies with poisonous attacks. Both of those deal armor-piercing damage, making this unit effective against all types of foes. The only drawback is a very high upkeep cost, but this unit is worth it.
ChariotsGreenskins have access to the following chariot units:. Goblin Wolf Chariot - in theory a very effective unit because of the extreme speed and additional damage to infantry. In practice, however, it's completely pointless to use it in battle.
The speed is wasted because the unit can't fire while moving, and the damage it deals lacks any armor-piercing properties. Avoid recruiting this unit.
Orc Boar Chariot - basically a worse version of the Orc Boar Boyz cavalry unit. This chariot can deal a lot of armor-piercing damage, especially to the infantry, but it's sluggishness is the main flaw of it - when even a single unit engages it in combat, it won't be able to retreat to charge at the enemy again. ArtilleryGreenskins have access to the following artillery units:. Goblin Rock Lobber - a decent artillery unit, dealing good normal and armor-piercing damage in a small radius of the impact.
They are effective against armored targets and are extremely cheap to recruit. Doom Diver Catapult - one of the most unique artillery units in the game because of their Guided Projectile ability.
It allows the projectiles they shoot to home in on the target, increasing their accuracy exponentially. They have good range but are quite ineffective against armored targets - Goblin Rock Lobber perform better at that task. Nonetheless, Doom Diver Catapults are effective when dealing with other Greenskins and even some of the Dwarven units, as they can easily obliterate a single enemy unit before they can even close on your army.
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