GREENSKINS ARMY GUIDE! - Total War: Warhammer

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the green skins busting the numbers capable of unparalleled savagery they know Oh crinkle sat out you like look listen here you kids if you want to go out a run with the Rings game boys I'll tell ya it robbed the biggest summer you've been going and slug it out anything but I cried and you didn't stop a getting stop squirming [Music] so we'll begin with the primary positives and negatives of the green screen forces the first thing that you'll find when playing is the green skins is that numbers can be your biggest advantage capable of fielding huge armies for small prices the green skins have a huge advantage when it comes to outnumbering and outflanking their opponents with this in mind the green skins excel at being a very offensive faction charging their opponent down and trying to overrun them as quickly as possible maximizing the amount of damage output they produce is a very strong tactic for the green skins they're capable of achieving large amounts of damage in short spaces of time the reason they need to act fast though is not only a lack of leadership but also a lack of armor a combination of things that mean that the green skins aren't great at sticking around in a prolonged fight so while they can deal damage very quickly they can also take damage very quickly as well but somewhere in the middle of all this green skin routing you will find that they are quite resilient they very often come back to the fight after they've routed so if you see a green skinned army running for the hills don't count them out just yet even if they keep running away they will usually keep coming back numerous times seemingly more so than other factions the last thing you'll find about the green skins is that their roster is kind of average they have many different options in their roster which is a good thing but they don't really excel in any one area of their army they've got some good infantry they've got some good cavalry but they're not the best in any one place like most other factions the elves have the best missiles but onea have the best horses Empire had the best artillery the green skins don't have the best anything but that's part of their charm their massive options and massive numbers are what give the green skins their advantages so learn and understand these traits to best wield the green skins now let's look at how all that affects them in battle so I'm going to go ahead and see that the greenskins mean play style is that of a rush army charging in fast and aggressive lots of flanking little messing about with skirmishing just getting into everything as quickly as possible and trying to do that damage in a short space of time the reason this is generally best is because of the low leadership and low armor they can't tank out a lot of damage like other factions they can't sit there and take loads of artillery fire or missiles because they will waver and run away pretty damn quick but like I said they have lots of options in their roster so if they want to play a balanced or defensive game they can do if there are an artillery disadvantage though this may not be the best idea but when the main battle does start to kick into play though be sure to act fast this ties in to making good use of your numbers advantage should you choose to bring one the idea is that most of the factions have to spend a lot of money in a certain area to get the most out of that faction this means overall they'll have a smaller army and a lot less troops whereas the green skins are more of a quantity over quality Tugg army for example when the vampires could bring one unit of blood Knights of 1700 funds the green skins could bring two units of or ballboy Biggins for just over the same price those two units may be able to beat the blood Knights but they definitely wouldn't be able to beat them one-on-one so that's how the quantity of a quality situation comes into play but what does this numbers advantage really mean for the green skills well if you have considerably superior numbers over your enemy it means your army can be a lot wider than theirs is this makes flanking the enemy a hell of a lot easier as they simply won't have enough troops to get in your way so you'll be able to run round the flanks get in behind them envelop them and savagely murder anything you find back there and cause a ton of leadership penalties and while the green skins will do very well with a lot of flanking and enveloping they can also be fantastic at destroying enemy frontlines your primary chief of front-line orc boys may not be the best unit in the world but with some support and some buffs they can smash their way through a lot of different frontline types you can support them with night goblins to help reduce the enemy steps you could bring in nasty skull because if you've got some heavily armored enemies or you could just switch around the quality quantity thing and bring a front line of black orcs you'll have an extremely strong front line which will brutalize most other front lines but of course then you've moved into the quality over quantity thing so your army is going to be smaller because you spent so much on Black Hawks but whichever front line you choose to bring buffs and magic are going to be your secret weapon most of your lords our heroes have the wire ability or here we go spell this gives the units in range + 58 melee attack that is an absolutely disgusting amount of melee attack which will help your frontline absolutely slaughter the enemies I'll talk about this more later on it's also worth noting did the big wine little while spell books are both pretty offensive as well as the law of death that zach has they're really designed for dealing out damaged more than protecting their own troops now one thing the green skins do have to look out for though is large units monsters and cavalry can be a problem for the green skins I don't have a great deal of anti large units of course or big uns are the primary one you have some cavalry that has a bonus versus large but they're a bit fragile so they're not the most effective missiles can be useful though but overall it difficult for the green skins to field a lot of anti large units given most units low leadership they won't be able to stick around long enough to stand up to different monsters and things so some special attention should probably be given to large units to try and take them down first the green skids also have no flying units other than a couple of Lord mounts so this air inferiority means that they do have to be careful of flying units especially if you do decide to bring your Lord on a flying mount if you're facing someone with strong flying units like Plutonia or the elves you probably want to leave your lord off a mountain case against outnumbered in the air and can't escape and get this friggin head kicked off the greens can still have some okay missile units though it can help keep those fliers at bay so these I believe are the most notable strategic points about the green-skinned army there's a lot of different ways to play a lot of different builds a lot of different play styles but they're all going to stem from these kind of concepts learn them understand them we are now for a few important points to make as I scroll across these units keep an eye on the melee defense what you'll find is that all these units have a loader average melee defense this is where the green skins can take a lot of damage quite quickly melee defense is the set that governs the unit's chance to dodge an attack so in true ork fashion they don't really care about getting out the way of attacks don't just tank it and keep fighting anyway couple that with the low leadership and low armor and you've got an army that isn't going to stick around too long of course we already know this but I think it's important to understand why this happens so that's why I'm telling you this this lack of staying power though is a real problem for green-skinned frontlines this is why it's so important for them to do damage quickly because they can't always stick around on the frontline giving you enough time to flank ground and envelop them which brings me to my next point awkward versus dwarf warriors in a straight-up fight it's difficult for all boys to beat dwarf warriors while they can generally put out more damage than to offer warriors they don't have the armor piercing to be able to get through that to a farmer so they will inevitably lose that fight enter green skin but the air we go spell held by great shaman's is one of the most powerful buffs going 58 is a hell of a lot of melee attack to add on so these alt boys now 84 melee attack this gives them a very high chance of hitting their enemies which means they're going to do more damage in a short space of time I'm now waiting your green cause why ability to unlock and when it does that's another 58 melee attack that actually stacks on top of the original 58 which you can see now so 142 melee attack for these alt boys is absolutely devastating provided it's all applying and not being capped with this extra damage output the old boys who lack the armor-piercing will be able to defeat that group of dwarf warriors and also did a little experiment to see if nasty sculptors who are a cheap unit with armor-piercing could take down long beard I found that they weren't quite able to beat them but they did leave them with very little left in their unit this unit barely any health left barely any Dwarfs left they've left them absolutely wasted without the melee attack buff they definitely wouldn't have done as well so be sure to pay attention to that ability to be able to increase the melee attack so greatly apply it in the right places and it can be a real game-changer for the green skins like I said earlier most Lords have this ability so it's clearly quite important doesn't have a massive cooldown either so you can drop it a few times throughout the battle now let's talk about good old go boughs it's a common question if it's possible to field an army of goblins and actually win a battle are they a viable build option short answer personally in my opinion yes yes it is an option while the Goblin units of course aren't the strongest in the world they are vast in their numbers they typically have the biggest unit sizes possible couple that with a lot of different poisoned units poison infantry poison missiles poison cavalry all that helps to bring the enemy's stats more down to their level so that they're more defeatable for goblins you can always throw in a couple of months for units for a bit of added strength as well you've got cheap armor piercing units of nasty skulkers and squeaks however a big problem for goblin armies is large units they don't really have any anti large options scars Nick himself is anti large but that's just one Lord so in this album spells maybe the best way to deal with large for goblin army overall a goblin army can offer you a slightly different play style from the green skins which is pretty fun and also quite comical in the campaign goblin units are very cheap so building large armies or multiple armies is not really a problem you are definitely going to need the numbers against fractions the tougher infantry like a chaos or the dwarves as goblins will probably be outdone if their numbers are matched the footage from this battle here is battle I played against the AI on large funds you can see I came away with a close victory against the Empire kills are pretty spread out all across the board but made some good use of those buffs you can see my goblin spearmen have all been upgraded that's the good thing about goblin armies azar smaller in price it leaves you with a lot of money left over very often so you can upgrade some of the units and make them more viable but there you go goblin army is pretty cool and completely doable on with our green-skinned roster then Lords are first up the night goblin war boss is your first option and he is mightily cheap on foot less than a grand he's primarily a crowd fighter cause he is poison so other units can take advantage of that he doesn't have a lot of armor but it does have quite a lot of melee defense so again points towards him being better than crowds that against other lords and if you put him on his one mount the great caves quick he does become quite formidable as he gets a huge bonus versus infantry of 40 which is absolutely massive most bonus versus infantry traits are around like 10 to 15 so with 40 against light infantry he will go to work walk war boss is another cheaper general he's got pretty good melee stats all across the board but he's not armor piercing although it does have quite a lot of weapon strength but he could struggle against heavily armored Lords unless you put him on his flying wyvern mount that he does become a little bit more dangerous then we have the Goblin great Shaymin who quite frankly it's pretty terrible in melee especially when fighting characters he will go down very quick obviously you men you're going to bring him for the little while spell book so if you want to save some money you don't want to bring a spell caster and you want a really terrible melee Lord the Goblin great Shaymin might just be for you although you can put him on a wolf mount which makes them a little bit better and very fast so it can help keep him alive now we have the almighty skaars Nick a very powerful goblin indeed his stats are kind of similar to the night goblin war boss he is armor-piercing though and has a bonus versus large which is pretty nice he comes with his pet squid gobbler as well so those two together it can be a nice anti large component which is something the green skins kind of lack he's got some handy traits and of course has that poison as well so going to be really good for bringing the enemy down to size he also has a massive amount of health considerably more so than even grim gore I'm going to assume that this is because they're two of them there's him and gobbler so there's probably two life bars which means together they have more life collectively but yeah pretty tough is scarce Nick now for the big man himself grim gore ironhide a personal favorite he boasts a lot of armor which most of the green skins don't but his biggest downfall is his melee defense only 35 which is quite low for a lord so he does take damage fairly quickly but we're grim gore excels is in his huge amount of melee attack and weapon strength which is armor-piercing the wire ability for the 58 melee attack is really something that's quite crucial to grim gore if you pop that when he starts fighting an enemy lord he will cut them down very quickly without that he may struggle a bit because of his lower May ladies fence now to another legendary Lord in a bag the slaughterer his melee stats aren't too bad but even the auch war boss is better than him so you'll probably want to put him on his mounts skull puncher to make him most dangerous his biggest selling point though is that he comes with the law of death spell book and he's the only one in the green skin army that could bring that so definitely some potential use for him of course if you're facing enemies with very tough Lords you may want to use that spear at least to try and bring them down to help as a gout or of course pewter and other spells are very useful also but if you love a good spell look no further than words AK he is the master of spells his first cheeky little trick is the epigenetic all spell there's not only a direct damage spell but also next the enemy in place so they can't move very useful for making enemies vulnerable to CAV charges and missiles he also has not only the wire ability but the here we go spell as well so he can max out everyone's melee attack primarily he has the big while spell book and this cheeky little hex that boosts the miscast chance of enemy casters which is also really nice so as a magical magician magician yeah he can do the best card tricks in the badlands however given his lack of armor and lack of melee defense I'm pretty sure Abra Tony and prophetess could probably knock him out so you may want to stick him on his board to keep him out of trouble or have some big bosses look after it so a nice selection of Lords for the green skins but a lot of them definitely need support they can't go it solo like a lot of other stronger Lords now on to the heroes at beginning with the goblin big boss who is a little bit of a strange one as he is apparently a Julis except if you look at his little description above that it says he doesn't do too well against champions from other races so is he good in jewels or not who but he knows but what we do know is that he lacks armor but does have a silver shield so he has quite high melee defense as a result he's lacking in the weapons tank just a little bit maybe less than other lords and heroes in a similar role overall in melee combat though his lower armor could be a real problem especially against heroes but where the Goblin big boss can make up for that is in his mouth he can either have a wolf map which will make him very fast or a spider mount which is going to be better for bringing the enemy down to size a bit because it does have poison so he can play a protection role well enough but he's not the strongest horse in the stable yep that made-up analogy will do now to the night goblin Shaymin who is pretty atrocious in any kind of melee he probably wants to avoid that all cost although he is he's obviously there mainly for the little while spellbook got some very useful offensive spells for buffing your line d buffing the enemy might want to stick him on a mount note to try and keep him alive and then we've got a similar deal with the orc Shaymin low armor low leadership low melee defense make him not the best candidate to go flying into the crowds but his big wasp pelvic certainly had some powerful spells in it foot of cork here we go the one that gives 58 melee attack and also a magic missile great for sniping things down so I'd say at least one of these spell casters is essential for any greenskins army which one you choose could depend on the faction you're facing but both will be useful in many situations now for the green skins infantry first up we've got our goblin Spearman now let me dispel a rumor first of all while this does say in the spirit victory section that they are good against large opponents goblin spearmen are not good against large they have no bonus versus large like most other spearmen do they also have no charge defense against large so if they get charged in two by cavalry they will get absolutely destroyed because they're so small they'll just fly around all over the place what they do have though is a silver shield and a large unit size these two things on a very cheap unit do kind of say that they are as the unit card says an expendable unit and that is their main purpose great for getting in the way of charge is great for charging around and chasing after skirmishes and just being a general annoyance however they do have some of the highest melee defence of any of the green-skinned infantry if you fully upgrade them to a cost of 5 to 5 it gives them 36 melee defense this is actually pretty good couple that with their shield and they can actually be a relatively ok frontline unit their leadership will get a nice boost as well so compared to normal or boys who are slightly cheaper they do actually have a bit more survivability because of that higher melee defense it won't output as much damage as the alt boys but it really depends what you want from your frontline and even if you fully upgrade all poise they'll still get about the same amount of melee defense as the goblin spearmen so some interesting things to play around with there in terms of your frontline all boys will be your standard choice but goblin spearmen could last a bit longer if that's what you need now on to night goblins very similar in stats to the Goblin spearmen but slightly better and their main trait is that they are poison of course so they're a great unit to mix in with other units with your alt boys with your savage orts with your black orbs they can reduce the stats whatever fighting just to make it a bit of an easier time for that unit and given that they only have 40 leadership they're really not good at fighting by themselves anyway a pretty essential thing for goblin armies and then you've got night Goblin fanatics who are basically the same thing except they've got their spinning loom trait which sends one of them flying off with a ball and chain spinning around doing some armor piercing damage into crowds every so often it random but potentially useful trait against heavier factions perhaps but for the extra money is it worth it that's entirely up to you my friend now - a mainstay of the green-skinned army the Auk weighs very much your default choice for a frontline unit very average though similar to Empire swordsmen or chaos Marauders perhaps they've got good stats all across the board and more doing damage than staying alive so mainly a frontline unit choice they're not really specializing in any particular area unlike the next unit the nasty skulkers they are a very cheap armor-piercing unit something that's hard to come by in total war they're terrible armor leadership and melee defense means they won't be around very long though however they can drop a reasonable amount of damage in the short space they'll be around they've got a couple of buffs and of course their smoke bomb which will slow down the speed which is going to help keep them alive against cavalries that may charge after them or anything that tries to escape them like any goblin unit though they're probably best served being mixed in with other units to avoid taking too much damage too quickly quite a versatile little unit they can go on the frontline they could be flankers they could go and run around with some cavalry to help them out lots of different options now we have a regiment of renown unit the warlords boys these are basically night goblins who have armor Sundering instead of poison another very useful thing to take against heavily armored factions they also have an immunity to psychology the stats are slightly improved over the regular night goblins of course so perhaps mixed in with some other night goblins and all boys you can make some pretty crazy frontline concoctions all these different cheek units give the green skins those options which is what makes them very interesting to play around with and online it makes it hard for your opponent to figure out what you may bring now to our savage Oaks another great unit they of course have no armor but they do have the physical resistance that's going to obviously help them to get a lot of damage and they're going to need to watch out for enemies with magical attacks they are a damage dealer units are very much designed to up put a lot of damage very quickly especially if you drop that wire 58 million tax spell on them they're going to be very dangerous because they are very fast on their feet at 37 speed there great flanking infantry option and then to another regiment of renown to 8p Clooney's these are very much the same as note goblet fanatics slightly improved stats however they are unbreakable so they will not run away that's great for trying to keep that poison on the frontline at all times until they all die of course so potentially a very useful unit they've got their fanatic crazies been involved thing as well so even more damage for them to potentially do for that poison and the ability to keep it there could be very dangerous mixed with other units Blackhawks or crimson killers what a terrifying thought now for the green skins primary anti large unit the orc Biggins these boys are one of the few inventories with an anti large bonus so if there's some cavalry or a monster coming your way you're going to want to send these boys after them treat them the same way you would spearmen unit for any other faction they do like a charge defense though so they're not great taking charges like most spearmen units are but they are quite tough and have quite a lot of help as a result but they will do pretty well against infantry too especially if you drop the wasp spell if you've got some tough monsters coming your way probably best to save your wasp bail for these boys so they can help take them down and then we have savage orc Biggins who are basically the same thing but just as savage or variation of course honestly they're not too far different from regular Biggins they do have considerably less melee defense though so they're going to take more damage I'd say that normal big uns are more defensive and survive better or savage or pagans are more offensive and better at dealing damage but they might die a bit quicker so I think that kind of evens them out in terms of their usefulness so it's really a personal preference of which you find more effective to our final couple of units then the Blackhawks first of all a very dangerous elite infantry and lots of armor lots of leadership for an orc capable of doing a ton of armor piercing damage however they're quite small in the unit size and quite low on the melee defense so much like any green screen unit they may not be around for a long time but in that short space is done that they are around they will destroy everything a very good potential candidate for your 58th melee attack buff drop it on these boys at the right time and they will slice through most other infantry units with ease they're of course going to be looking to get after anything that requires armor piercing to be taken down as the green screens don't have a lot of armor piercing options and then we've got the crimson killers who are fancy black hawks who dual wield axes like utter maniacs this gives them the potential to hit more than one enemy when they swing those big bastards around they've got an even smaller unit size than the Black Hawks but they are moved in a couple of steps a very dangerous damage dealer of a unit and they're really going to be best because of their small unit size and low melee defense they're going to need that wasp belt to really make the most of them because they can do so much damage with the dual wielding crazy cleaving attacks maximizing what they can do is really going to get your money's worth for them and they are very expensive so you're going to want to get that so that's all the greenskins infantry like I said they've got a lot of different options a lot of different playstyles and front lines and flanking units they could potentially bring very dangerous very unpredictable on to the missile units then and goblin archers are your first up they are pretty horrendous in any kind of melee fight so just don't even bother with that they've got terrible range and terrible amount of damage but hey they are very cheap so not bad if you're looking to save money and then there's night Goblin archers who are virtually the same it's just that they have poison attacks on them that's very useful great for obviously bringing the stats down of any enemies that are approaching or ones that are already in combat they do have Vanguard diploma actually which is a nice touch and all the night goblin units even the infantry had Vanguard deployment as well I forgot to mention that then we've got our orc era boys these are slightly better they've got better range and better damage they can do a little bit of fighting in melee as well so more versatile in their uses they're probably going to be your primary long-range missile unit and then there's night goblins fanatic archers who you can probably figure out are basically the same as my government fanatics just they are archers who have poison very much the same as the regular night goblins of course is just they can do a little bit more melee attack damage if you so wish them to do that then we have our savage era boys who are how many times we have to say this basically the same as the other arrow boys just a savage short version they got the same damage the same red the same as so they're just little bit different a melee I think you get the idea how the jokes are a little bit faster actually so they could potentially be a flanking missile unit and then we've got a regiment of renown and the rusty errors they are of course just essentially not government archers but they do have armed asunder instead of poison on their missiles they do have poison on their melee attacks but the missiles are armored surgery so that could be actually quite interesting if you could use that against large monsters that are heavily armored you can bring their armor down a bit it's going to help your anti large to be able to bring them down and these night goblin archers while they are considerably shorter in their range than the orcs they could take down a giant for example just as easily as or Cara boy it's just that they have to be a little bit closer so you can kind of use them as like maybe a personal defense force keep them behind your front line for close-quarters action any large units Giants or dragon other shadows that come along they can just blast away at them and it doesn't matter that they have shorter range they're just going to do a constant amount of damage miss our capabilities for the green skins cavalry cavalry cavalry first up Goblin wolf riders in fantastic unit for running down enemy missiles very quick on their feet not too bad in the melee but not great their primary purpose is really running down missiles and they're very cheap to do so then we have forest goblins Spider Riders these are a bit slower the direwolves but they are poison and slightly better and melee they're quite high melee defense and they do have Strider as well so terrain is no problem for them they're actually a melee cavalry as well so they can charge in and stay they're going to be best against light infantry or maybe mixing in with your ball boys to help them take down tougher Cavalry's then you've got a roar unit in your moon howlers these are goblin more friday's who basically just cause fear and are slightly better in melee probably going to serve the same purpose though really of rain down skirmishes they'll just be a little bit better at doing it due to that fear and then we have another poison goblin concoction in the night goblins quick riders these little fellas aren't the toughest and don't have the most damage output in the world but they are poison and they do have a bonus versus infantry so light infantry should take a fair amount of damage for these guys they're very fast and maneuverable so a good potential flanking cavalry given their immunity to psychology and their Vanguard deployment they could actually be pretty good as an ambush shooter for sneaking up on the enemy and using that speed to flank round on the frontline an interesting prospect and then there's a regiment of renowned version Derk it's quicks very similar improved steps 15% missile resistance really could do the same role they're just a bit tougher than the regular ones all these goblin cavalry units do have a role to play in a goblin army so again lots of options for the green skins to play with some of these goblin units will mix in better with all four Cavalry's and the first of those is the alt for boys a shock cavalry who are armor-piercing very nice to have that on a cheap unit again they're obviously not the strongest in the world you get what you pay for after all there's a shock cavalry for charging in and pulling away they can do a good amount of damage with that armor piercing against those heavily armored units or Cavalry's they of course they want to stay in a melee fight because of their fairly low melee defense a good basic cavalry but because they're so sheep you can bring those numbers that the green skins really rely on and on to the next one we have a savage or Boer boys very similar to the regular boys very cheap in price like all savage elk units they're better at dealing out damage the normal orcs at the expense of their own safety very low mainly defense means they won't last long but their higher damage output means that they will leave their mark I think the savage orc units are best going to be used against factions that don't have a lot of armor like the beasts men or Bertoni ax things they can do a lot of damage too quickly because they can't really survive a prolonged fight things that the dwarfs or the chaos may be a struggle for savage orcs oak borer boy big uns are one of your best options for facing the Recovery's as they are and too large not far superior to the previous two units in terms of stats but that anti those bonus is going to make them the best choice for dealing with enemy cavalry one unit alone won't be able to take down an elite cavalry like Grail Knights or blood Knights but they'll certainly be able to do a lot of damage getting them some helping some numbers though it's the best way to win those engagements an almost a central unit for any greenskins army and we have something a little bit different we've got our oak board chariot this is very much your standard chariot it's got a massive charge bonus armor piercing and a nice bonus versus infantry so charge this thing around try not to let it stop it takes a lot of micromanagement but if you can keep this thing charging around it's very difficult to deal with I could do a lot of damage to all kinds of infantry and then we've got our savage or poor boy begins that's quite a mouthful try saying that five times fast savage or poor boy big and $7 billion savage or poor boy big and Savage oh poor boy billion savage or poor boy big uns apparently I'm pretty good at that who knew now despite being a bigger unit they're not actually anti large like other big in units so don't use them in the same way that you do the aw poor boy begins because they're not going to have that advantage against large light infantry want to do lots of damage savage or poor boy big uns lastly the closest thing you'll get to an elite cavalry the broken tusk swab are a very dangerous unit indeed there are a fair amount better than their original unit and have 90 armor which is a very high armor amount for green skins unit so they're going to be much better at dealing with other Cavalry's they have the anti large bonus they're armor-piercing they've gotten all right charge bonus they're really tough still lacking in the melee defense a little bit but they can still hang in there and they do cause encouraged so are going to be best used mixed in with other Cavalry's as well so much like the green skinned infantry their cavalry has a lot of different options a lot of different ways they could approach attacking their foe missile cavalry and goblin wolf rider archers they are pretty terrible in my experience I've never really been able to get them to do a decent amount of damage there is a fair amount of them in the unit they don't have the great its missile damage though they really got alright range they're very quick and ok harassing unit but don't expect them to do a lot and then you've got forest goblin spider Rider archers another mouthful these guys are actually not too bad because they can kind of kite the enemy with their poison you might think you'll be able to catch them and then they'll poison you and you won't be able to catch them and they'll just be cutting the crap out of you potentially a useful unit there the goblin wolf chariot perhaps a controversial unit is it terrible is it great hoo but he knows I'd say it's going to be between depends what you use it for if you use it for missiles terrible if you use it like a chariot it's very fast and very hard to catch so it works as a charging in chariot as for its missiles well it does have a lot of missile damage it only has six cuts and each of those have two goblins in it so that's 12 archers firing any one time not doing a lot of damage there really then we've got more grubs of mangy Marauders these are goblin wolf archers who actually aren't too shabby because they have missile damage that is armor-piercing and it's a relatively high at 21 or high but ok average good fair - good nice a possible harasser of heavier factions and then another raw unit def creepers leader forest goblin spider rider archers with most notably regeneration they also have stalk as well so they're going to be a great ambushing unit still got that poison could be a good one to sneak up alongside your main orc Cavalry's and they can be a surprise ambush unit with that poison to help your boy Biggins or whoever win their engagements and lastly in the missile cave section we've got teeth robbers who are a goblin wolf chariot with more missile damage than the normal version but mostly are very much the same they do have Vanguard deployment as well both these units as well actually have a bonus versus infantry which again suggests they're better fighting infantry physically rather than just shooting themselves but they kind of can do either but like I said the missile damage isn't great but I'm sure somehow they could be useful monsters and beasts then and skwiggs are the first up everyone loves a good squid who doesn't love a good quick I know you love a good quick comment me telling me how much you love scary actually someone try and draw me a squid in the comments that'll be interesting Squigs very good for dealing with elite units they are not only armor-piercing but also have a bonus versus infantry so they're just purely designed for destroying heavy armor and they're very cheap another great cheap armor-piercing option great swords chosen foot Squires any dwarf Squigs love munching them down and then in a similar fashion you've got trolls who are armor-piercing and nice amount of armour piercing damage on them as well they do have regeneration too which helps their survivability overall but mainly they will run away a lot because of their low leadership that fear is going to help them get rid of enemies quicker though much like squeeks they are destroyers of elite heavily armored troops and then there's your giant everybody knows about giants they pretty much destroy everything apart from anti large units they need to watch out for those need to be careful of missiles as well but overall any infantry is in trouble from a giant and then you've got your Iraqi rock who is an interesting piece of spider indeed pretty dangerous damage output from this thing lots of weapons strength it's got a lot of massive it can charge through enemy frontlines lots of armor does poison attacks it has missiles on the back it causes terror it really does it all just be careful of anti large and missiles of course and then you've got your variation of the arachnid rock spider you've got the arachnid Queen she's got a bit more staying power with improved stats over the normal wreck and rock you can also spawn spiderlings which you can send after your enemies very useful for disrupting skirmishes and things both are going to be used in a similar fashion fantastic the charging around and trying to cause terror on those low leadership units all over the place and getting them off the battlefield quick expensive but very powerful so a variety of different monsters they're great for accenting your green-skinned army and last of all the green skins have it all they've got artillery to goblin Rock clobber very good cheap artillery decent range decent damage that is armor-piercing definitely useful if you want to play more tactical slower paced game because it's so cheap it's not going to have a big impact on your army so bringing one along isn't really a big deal could potentially do you a good amount of damage and not disrupt the main build of your army too much then you've got the hammer of Gork which is a regiment of renowned with some slightly improved damage over the normal rock lava and it does have the great green wallop which reduces your enemy's melee attack melee defense and accuracy because of the accuracy I assume it's meant to be used more on skirmishes but honestly the mainly in tact and melee defense is only going to be useful if they're engaged in fighting someone but then you run the risk of friendly fire so where is it really going to be useful hmm and last but by no means least we have the doom catapult the most powerful artillery for the green-skinned then of course added a little bit more expensive you can take control of it yourself and guide the divers to their doom making it a little bit more effective as you will be more accurate unless you suck but artillery can potentially play a role in the greenskins army and do a fair amount of damage for them so hopefully from this you can see the variety in the greenskins roster and all the potential cocktails of units that they could throw together to make different army builds let's finish strong on an example battle then I brought my green skins and boy have I brought a lot of them against the wood elves I'm charging up on them now they've got their spearmint their frontline coming at me you can see the magnitude of my army compared to the size of theirs I have number them vastly the same amount of money has been spent on both armies of course they're dropping some flock of doom on my aunt boys and my night goblins coming up here my front lines are engaging I'm going to drop the EB ghost belt from the orc great Shaymin this is going to help these boys out because they are facing three units here and should have some nice melee attack now before melee attack for them that will help them get through that front line and hopefully survive the onslaught of three units of eternal guard because they are very dangerous you can see we're doing a lot of damage here frontline starting off strong but a little bit more going on over here Dorothy is coming after my great chairman he does not want anything to do with it before it says he's off ski sending my Blackhawks after dirty because they've got the armor-piercing to deal with them we've beaten down some wild rides on this side with my alt boys and some big uns on the left side I've got a heavy flanking force the elf simply don't have enough units to stop me here I've just been able to walk around with all these unit got some goblin spearmen here just chasing after these skirmishes just trying to keep them from the fight their problem not going to catch them but if they can keep them from firing on my army we can kill the rest of the army before they're able to get back to the fight got my missiles firing order through now trying to bring him down Blackhawks doing an alright job with him my big into busy elsewhere so I'll try and get the big uns on them as soon as possible but some boys here that I called back grim Gore's just with smashing over some elves these elves are completely surrounded in the middle here they are in deep trouble and so hopefully you can see from all this awesome cavalry coming in hit in a nice big charge on the back of these spearmint just start to wave my up voice there as well they want to leave them to long net because they are spearmen they are fighting but yeah you can see I've just completely overwhelmed these elves I haven't really had to do much tactically and that's one of the things with the green skins you don't actually have to be that tactical you've got a look at your matchups and stuff of course but honestly as much as I hate to say it because I'm all about being tactical and playing total war properly they are a faction that can kind of be played without too much thought you can just overrun your opponent with numbers flank the crap out of them and you'll probably be able to win it I guess that's just very characteristic of the green skins to be able to win on brute force alone that said though you can still get pretty tactical with them if you want to given their large variety of units so many different ways to play the green skins one of my personal favourite factions to play if you've gone you better be done if he comes back your answer in the door I got to do this outro show so there you go your guide to the green skinned army I hope you found this useful and I hope this improves your green skin game thanks for watching I'll see you in the future
Info
Channel: Zerkovich
Views: 531,237
Rating: undefined out of 5
Keywords: greenskins guide, how to play, greenskins, total war, warhammer, grimgor, how to, tutorial, how to use, orcs, goblins, battle
Id: Z0TrEwFyMOY
Channel Id: undefined
Length: 35min 34sec (2134 seconds)
Published: Sat Aug 12 2017
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