Virtual Toy Chest's
Warhammer Fantasy Battle
Orcs and Goblins Archive

The Orcs and Goblins are a fun army to play, but are not consistent due to their squabbling.


With their high leadership Orc Warbosses are good choices as general for your army.
Black Orc Warboss
These Orc Warbosses have the advantage of being able to restore order to their unit if they fail an animosity test. For this reason they are the most popular Lord. They are also the most heavily armored Orc characters.

Orc Warboss
These are great if you want to save on points. They are not as deadly as the other Orc Warbosses, but are still really tough.

Savage Orc Warboss
Being frenzied these are the most deadly Warbosses. However, frenzy has its disadvantages as it dictates your movement.

Orc Great Shaman
There are not many magic users as tough as Orc Great Shamans. The spells of the big waaagh are also very good. You have character killing spells like 'eadbutt, spells such as Gork's Warpath that decimate units, and spells that move your units like Waaagh.

Savage Orc Great Shaman
I prefer regular Orc Shamans because they do not have Frenzy, but Savage Shamans are not a bad choice.

Goblin Warboss
There is not much reason to take a Goblin Warboss unless you are playing an all Goblin army because Orc Big Bosses are almost as good. I suppose that the Goblin is more mobile becuase he can ride a wolf. Just make sure that you do not ride off too far from your main units, as they need his leadership.

Night Goblin Warboss
These have even worse leadership than regular Goblin Warbosses, making them terrible generals. If you want to play an all night goblin army, consider taking Skarsnik.

Goblin Great Shaman
Goblin magic is almost as good as Orc magic. There are all sorts of fun combinations like Night Goblin Netters and Gork'll Fix It. Gaze of Gork is great against knights, while other spells like Brain Bursta and Foot of Gork destroy units. Hand of Gork lets you move units, and Mork Wants Ya kills big stompy things.

Night Goblin Great Shaman
These are just like regular Goblins, but have lower leadership. They are best used in an all Night Goblin army.

Azag the Slaughterer

Gorbad Ironclaw

Grimgore Ironhide

Grom the Paunch of Misty Mountain

Skarsnik, Warlord of the Eight Peaks

The Orc and Goblin heroes are just less expensive versions of the Lord choices. One of the biggest differences is the choice of mounts. The lords can take big mounts like Wyverns and Gigantic Spiders, while the heroes are limited to smaller steeds.

Core Units
Orc Boyz
Most people opt to give them additional choppas, as you are generally better off taking goblins with shields rather than Orcs with Shields.

Orc Arrer Boyz
There are two approaches to Arrer Boyz. The first is to treat them like regular archers and have them sit on a hill and shoot things. They are not as bad shots as you might think, and their high toughness helps fend off minor threats. The second is to treat them like a unit of orcs that happen to have bows. Take a large unit and walk up a flank shooting stuff as you go.

Savage Orc Boyz
These are some of the more deadly regular orcs, as they have frenzy. Give them additional choppas, and the Banner of Butchery and then you have a fairly dangerous unit. Their biggest weakness is being charged and killed before they have a chance to strike. Thus, I prefer to take several small units.

Cheap cannon fodder. With light armor and shield they can be surprisingly hard to kill. They win combat with their rank bonuses and standard bearer.

Night Goblins
These are particularly popular because of their ability to take Night Goblin Fanatics.

Goblin Wolf Riders
Some of the fastest light cavalry in the game. However, their low leadership hurts them, as if they flee they may not rally.

Forest Goblin Spider Riders
Their ability to ignore terrain, Spider Riders are a superb light cavalry unit. When the table is jam packed with other units, the ability to move through terrain unhindered is especially useful.

Although they are not very effective in combat, these little guys can be very effective at misdirecting enemy troops. They are also immune to psychology, and don't panic Goblins or Orcs. These last two points are very important, as they make good buffers against scary things like dragons.

Black Orcs
These are elite orcs with higher weapon skill and strength. The main reason to take them is their great weapons. However, they are difficult to use effectively, as they are best used against fast opponents like knights, who often charge them and cut them down.

Orc Boar Boyz
Orc heavy cavalry! They are expensive but hit like a ton of bricks. I prefer Savage Orc Boar Boyz, as they have even more attacks.

Savage Orc Boar Boyz
One of the hardest hitting units in the Orc army. Being mounted helps them get the charge, which in turn almost assures that they will get to attack before their foes. However, if they do not win combat and break the unit they charge, they will at best be tied up the rest of the game, as worst they will be slaughtered on the spot.

Orc Boar Chariot
A very tough chariot. Like most chariots it will usually lose combat to a large unit with rank bonuses. It is best used to disrupt the enemy formation, and threaten weaker units on the flanks.

Night Goblin Squig Hoppers
Like Spider Riders, these guys can move through terrain unhindered. However, they move a random distance, which can throw a monkey wrench in your best laid plans. That being said they are rather inexpensive and quite deadly, and make a good addition to any Orc army.

Night Goblin Squig Herders
Squigs are very good at eating opponents troops, making them an ideal choice for a hard hitting unit in an all Goblin army. Squig herders also have the benefit of being immune to psychology, so they do not have the traditonal weakness of goblins. Like many goblin units they are quirky, and have the potential to be good or bad. If they flee, or if all of the herders are killed the squigs run wild and attack nearby units whether they are friend or foe. I have found that the best way to deal with this is to send the unit up the middle of the board and figure that he will do more damage to your opponent's troops than to your own.

Goblin Wolf Chariot
An inexpensive chariot that is just as deadly as its orc counterpart. However, it is much more fragile. They are best used in groups of two or more.

Goblin Rock Lobber
A very dangerous option, as the rock can scatter and hit one of your own units. If you are dead set on artillery try a Spear Chukka or Doom Diver.

Goblin Spear Chukka
Like all bolt throwers, Goblin Spear Chukkas are very good. However, the Orcs and Goblins just do not have the other troops to make a shooty army, thus I prefer to spend the points on things that will help win hand to hand combat.

One of the best units are killing cavalry. All of the troll vomit gets stuck in the armor and the knight drops dead. Their downside is that they are stupid. Keep them near your general to help pass the test. I like to take units of 4 or 5.

Stone Trolls
Just like regular trolls, but look cooler and are resistant to magic.

River Trolls
The best trolls to use against foot troops. In combination with Gork'll Fix It, they are very hard to hit in combat.

As you can imagine, a giant is very deadly opponent. Even if he loses combat, he has a high leadership and is stubborn. His main weakness are ranged attacks. Be especially wary of skinks with poisoned darts. As with most big scary things, take two and crush your opponent into the ground.

Goblin Doom Diver Catapult
Doom Divers rarely hit your own units thanks to their ability to direct their shots. However, I would much rather take two Spear Chukkas than a Doom Diver, becuase the Spear Chukkas never missfire. In all they are not a terrible choice, but not the best one in the codex.

Snotling Pump Wagon
The Snotling chariot does a ton of impact hits, but due to its random movement may not be able to charge. Take two in the hopes that one will get the charge. They are best used to hit an enemy's flank once they have been locked in combat.

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