@@Smaug2b You have to play Grom for that. The cauldron can give explosive arrows to all Gobbo/Night Gobbo archers, among other alternate ammo types. It can also give Gobbos Regen and Frenzy and turn them into a genuine lategame infantry choice.
The reason why you use savage orc biguns is because they have frenzy. Frenzy means they get an insane stat boost and ITP. Which is huge because it means their immune to fear and terror unlike normal biguns. Also the physical resist mathwise is actually better then the 60 armor of normal biguns. Their statline makes them absolute linebackers and because of their mass and frenzy they annihilate large units.
@@Madmagic against infantry warplock jezzails are better now on flat ground. Since Immortal Empires they can penetrate 1 unit, so a shot damages 2 units (if the unit is cav sized or below). As a modder i've tested this more than i could tell you, against all types of infantry, shielded, unshielded, armored, unarmored warplock jezzails do more damage. Only against large units like Giants etc the ratling guns outdamage them almost by double.
I like that clip of the Rogue Idol. Really shows how janky attack animations in this game are. The thing basically just stood there and jerked around like someone having a seizure.
I got into TW WH during the winter sales, initially on WH1+WH2 for ME, was instantly hooked and bought into WH3 for IE, just recently I achieved my first ever Short campaign victory with the Empire, on IE. Now I am testing other races, thanks for guides such as these, they are really helpful! Keep it up!
Nice guide, I believe you did a pretty good job. Some thing I'd mention as someone with like 1000+ hours with greenskins: -savage units: you kind of missed the mark with these guys, specifically their frenzy ability. These guys hit HARD. WAAAY harder than their regular counterparts. Frenzy gives them more melee attack, weapon damage and gives them ITP for a bit. If you want to build a rush army these are your lads, it doesn't matter that they take damage faster, because you should be dealing damage even faster than they take it. -Wurzag (and orc shamans): Wurzag isn't like your standard spellcaster lord. On his mount he gets good armor piercing damage and can do lots of damage in melee. He's not a duelist by any stretch but absolutely send him after targets in melee when supported and cycle charge (same with orc shaman). The shamans are more akin to chaos sorcerers, they are very fighty spellcasters (for spellcasters). -Pump Wagons: Nooooo! Don't use them like any other chariot. I'm guessing you just looked at the stats for these guys, but when you use them you'll notice something that isn't in their stat card. Namely, amazing attack animations. These are pretty much the only chariot in Warhammer Total War that you DO want to keep in combat. They will do the good lord's work. -Squig Riders: Again, DO keep these guys in a fight (against infantry). They have low defense but like the Savage orcs they are supposed to kill the enemy faster then they die. Their fast attack animations and good dmg with bonus vs infantry will allow them to buzzcut through infantry. -Final thing, very small, the Krimson Killers also get splash damage. They are the single best anti-infantry infantry unit in the game. They will commit straight up war crimes against chosen with duel weapons.
@@VictoriousJia Zerkovich did a "Who's the best melee infantry unit" for warhammer 2 and the Krimson Killers won there as well. For straight up damage? Rollas, but overall I think the flappas are better because the speed bonus gets them into the backline much faster.
Also the spinning loons move on fanatics does INSANE ARMOR PEIRCING DAMAGE to any form of infantry. Good if you have the micro to use it. Fanatic goblin archers are slept on imo.
Wurzag problem is fact there are no high tier Savage Orc units and when you get to the point where you are facing tier 4-5 units, Savage Orc armies feels little behind. You can always throw in some black orcs, but since you have no price/maintenance benefits, its very expensive. Wurzag shines in early to mid game since his units are cheap and have low maintenance, but in the late game he needs to be supported. Skarsnik is similar in many ways. Very cheap goblin units give him advantage in early game, but same problem with orcs and to make thing worse there is just one place where he can get them. Goblin units are pretty much useless in later game besides being arrow fodder. Its good to have some for that reason, but even Night Goblins cant really stand against tougher units. That makes Skarsnik weak in late game since he is goblin focused and doesnt get Orc focus bonuses in his tree as Orc lords do. I havent play enough Grom to evaluate him yet, he seems similar to Skarsnik, but has more options because of Cauldron.
The point of Skarsnik is to use that insanely reduced upkeep on goblins to recruit more armies. There's tech and the mushroom addicted trait to bring upkeep down even further. With such cheap armies, you can field 3-4 full stacks for every 1 your enemy brings in, and just overwhelm them with sheer numbers.
Wurrzag turns Savage Big 'Uns in his army into endgame infantry between boosting their physical resist up to 50% and stripping all magical damage from enemies on top of boosting their offensive stats through the roof. Grom's cauldron turns Gobbos into genuine late-game infantry. Regeneration, Frenzy and explosive or double arrows for gobbo archer units. It's insane.
Additional note: If you use Grom as your faction Goblins (archers and spear/shield) can become rather hard to kill and do insane damage with some dishes, Add a bit of scrap buffs to the Gobbo army and they can chew through Dwarf infantry or hold the line against most T1 and T2 units with ease. T3 can be debatable depending on which it is, but exploding arrows don't seem to care what rank you are.
In my current limited experience one thing I like to do is is for every 2 night goblin archer group have a orc archer group so if they do get melee focused units targetting them they have at least one unit able to stand up to melee descently least helped once or twice Also would think the spider units especially the larger ones would get the terror effects over the giants
I always just assumed Skullmuncha was a Wyvern because it's Azhag's "Waaagh has a random chance to include" unit, and he gets a poison effect when he's airborne. But I just got into Warhammer 2/3 about a year ago so I probably shouldn't make assumptions, I should probably just watch the guides.
Pro tip early game Always lock unit of trolls Inside Orc Boyz they feel safe and don't get much penalties to leadership , hardly I see them rout this way unless fighting really high tier infantry that shred boyz.
my tactics are very simple and perfeclty in line with the greenskins a screen of 3 or 4 goblins in front of the main army charges headlong into the enemy after they impact the enemy my main line made up of various orks charges in behind them the enemy is buried with bodies sure i lose half of my army but thats not the point , the main point is that i get to fight and krump the enemy into dust no fancy flanking or hammer and anvil either
thnaks for this content, i am playing with scarsnik so i cant recruit orcs expect inone city that i need to take but gobelins are okay with the attributes of this lord
thank you for the video, do you have a list of mods you use or a video about it? I'm finding TWWH3 battles play too fast for my liking, I tried SFO to slow them down but found any regen units break it as they heal quicker than they get hurt
Why do they feel so slow though??? Like even when lizardmen saurios warriors have the same speed, it still feels like the orcs are so slow…am i supposed to use the goblins like skinks and the orcs like sauros warriors?????
The army composition is a bit confusing. Sure the tier 1 army looks good but iyou gonna need a lvl 3 barracks and another building. Sure you sort them by tier but in greenskins case that doesn't really help.
Ya I think should've had a regiment of reknown usage build given wyverns least in my opinion are probably one of the most useful units for the orcs given flight is quite useful and are fairly tough and dangerous Not sure about hydra given just got them recently but would think would be useful
Huh most of the time you just read the stats and pointed out the obvious for a player with some experience already. Also copy-pasting from Zerkovich's guides feels cheap and lazy. This is more like a beginners guide than a guide and a bad one..
They have simple units, even though lack alot of options but they are pretty strong. You can run the shielded orks only in early game and confederate all the other orks. Waaaagh is your main thing to abuse.
19 goblin archers with exploding arrows makes Gelt look like a bottle rocket enthusiast.
Okii's goblin meta is real.
How do u get explosiv arrow?
@@Smaug2b You have to play Grom for that. The cauldron can give explosive arrows to all Gobbo/Night Gobbo archers, among other alternate ammo types.
It can also give Gobbos Regen and Frenzy and turn them into a genuine lategame infantry choice.
@@magni5648alright, you talked me into it
Putting explosive arrows on Goblin Wolf Rider archers is terribly fun.
The reason why you use savage orc biguns is because they have frenzy. Frenzy means they get an insane stat boost and ITP. Which is huge because it means their immune to fear and terror unlike normal biguns.
Also the physical resist mathwise is actually better then the 60 armor of normal biguns. Their statline makes them absolute linebackers and because of their mass and frenzy they annihilate large units.
Greenskins are one of the most fun races to play IMO
Yessss, once that wah starts there's not many factions that can stop you.
I need to play as them more man, but i can't get over how op ratling guns are.
@@Madmagic against infantry warplock jezzails are better now on flat ground. Since Immortal Empires they can penetrate 1 unit, so a shot damages 2 units (if the unit is cav sized or below).
As a modder i've tested this more than i could tell you, against all types of infantry, shielded, unshielded, armored, unarmored warplock jezzails do more damage. Only against large units like Giants etc the ratling guns outdamage them almost by double.
Every time I play them I reduce my brain cells to single digits and it is just a helluva good time
Agreed. Seems like they're my default race whenever I dunno who to go with
I do like your constant updates on this game, honestly you are an underrated channel IMO
I like that clip of the Rogue Idol. Really shows how janky attack animations in this game are.
The thing basically just stood there and jerked around like someone having a seizure.
I got into TW WH during the winter sales, initially on WH1+WH2 for ME, was instantly hooked and bought into WH3 for IE, just recently I achieved my first ever Short campaign victory with the Empire, on IE. Now I am testing other races, thanks for guides such as these, they are really helpful! Keep it up!
Hows the game so far, especially after the new shadows of change dlc? Any new favourite races?
Nice guide, I believe you did a pretty good job. Some thing I'd mention as someone with like 1000+ hours with greenskins:
-savage units: you kind of missed the mark with these guys, specifically their frenzy ability. These guys hit HARD. WAAAY harder than their regular counterparts. Frenzy gives them more melee attack, weapon damage and gives them ITP for a bit. If you want to build a rush army these are your lads, it doesn't matter that they take damage faster, because you should be dealing damage even faster than they take it.
-Wurzag (and orc shamans): Wurzag isn't like your standard spellcaster lord. On his mount he gets good armor piercing damage and can do lots of damage in melee. He's not a duelist by any stretch but absolutely send him after targets in melee when supported and cycle charge (same with orc shaman). The shamans are more akin to chaos sorcerers, they are very fighty spellcasters (for spellcasters).
-Pump Wagons: Nooooo! Don't use them like any other chariot. I'm guessing you just looked at the stats for these guys, but when you use them you'll notice something that isn't in their stat card. Namely, amazing attack animations. These are pretty much the only chariot in Warhammer Total War that you DO want to keep in combat. They will do the good lord's work.
-Squig Riders: Again, DO keep these guys in a fight (against infantry). They have low defense but like the Savage orcs they are supposed to kill the enemy faster then they die. Their fast attack animations and good dmg with bonus vs infantry will allow them to buzzcut through infantry.
-Final thing, very small, the Krimson Killers also get splash damage. They are the single best anti-infantry infantry unit in the game. They will commit straight up war crimes against chosen with duel weapons.
@@VictoriousJia This is based 1v1 unit testing I did, various supporting elements obviously will change things.
@@VictoriousJia Zerkovich did a "Who's the best melee infantry unit" for warhammer 2 and the Krimson Killers won there as well.
For straight up damage? Rollas, but overall I think the flappas are better because the speed bonus gets them into the backline much faster.
Also the spinning loons move on fanatics does INSANE ARMOR PEIRCING DAMAGE to any form of infantry. Good if you have the micro to use it. Fanatic goblin archers are slept on imo.
Wurzag problem is fact there are no high tier Savage Orc units and when you get to the point where you are facing tier 4-5 units, Savage Orc armies feels little behind. You can always throw in some black orcs, but since you have no price/maintenance benefits, its very expensive.
Wurzag shines in early to mid game since his units are cheap and have low maintenance, but in the late game he needs to be supported.
Skarsnik is similar in many ways. Very cheap goblin units give him advantage in early game, but same problem with orcs and to make thing worse there is just one place where he can get them. Goblin units are pretty much useless in later game besides being arrow fodder. Its good to have some for that reason, but even Night Goblins cant really stand against tougher units. That makes Skarsnik weak in late game since he is goblin focused and doesnt get Orc focus bonuses in his tree as Orc lords do.
I havent play enough Grom to evaluate him yet, he seems similar to Skarsnik, but has more options because of Cauldron.
Oh yeah if you want to go for a Gobbo crapstack, you go for Grom. He can buff Gobbo's to an actual insane amount
The point of Skarsnik is to use that insanely reduced upkeep on goblins to recruit more armies. There's tech and the mushroom addicted trait to bring upkeep down even further. With such cheap armies, you can field 3-4 full stacks for every 1 your enemy brings in, and just overwhelm them with sheer numbers.
Wurrzag turns Savage Big 'Uns in his army into endgame infantry between boosting their physical resist up to 50% and stripping all magical damage from enemies on top of boosting their offensive stats through the roof.
Grom's cauldron turns Gobbos into genuine late-game infantry. Regeneration, Frenzy and explosive or double arrows for gobbo archer units. It's insane.
Additional note: If you use Grom as your faction Goblins (archers and spear/shield) can become rather hard to kill and do insane damage with some dishes, Add a bit of scrap buffs to the Gobbo army and they can chew through Dwarf infantry or hold the line against most T1 and T2 units with ease. T3 can be debatable depending on which it is, but exploding arrows don't seem to care what rank you are.
But but but they're so strong and have thick armor !!!....Sir did you not understand XPLODING ARROWS !!!!!
Love these videos, man. Can't wait to see a Dark Elf one.
been wating for this
Hell yeah, brother. (but green)
In my current limited experience one thing I like to do is is for every 2 night goblin archer group have a orc archer group so if they do get melee focused units targetting them they have at least one unit able to stand up to melee descently least helped once or twice
Also would think the spider units especially the larger ones would get the terror effects over the giants
Great video!
BEASTMEN
Good guide
This matey knows what I want-
WAAAAAGH!!!
Very useful, thank you very much!
ooohhh what a wonderful WAAAGGHHHHH!!!!!!!!!
I always just assumed Skullmuncha was a Wyvern because it's Azhag's "Waaagh has a random chance to include" unit, and he gets a poison effect when he's airborne. But I just got into Warhammer 2/3 about a year ago so I probably shouldn't make assumptions, I should probably just watch the guides.
Skullmuncha is a wyvern, Colonel just goofed on what Skullmuncha was
Pro tip early game Always lock unit of trolls Inside Orc Boyz they feel safe and don't get much penalties to leadership , hardly I see them rout this way unless fighting really high tier infantry that shred boyz.
Could you do bretonnia next, think about starting a long campaign but can never get the starts right
Waaaaaaaah best line in the game, love the orcs
my tactics are very simple and perfeclty in line with the greenskins a screen of 3 or 4 goblins in front of the main army charges headlong into the enemy after they impact the enemy my main line made up of various orks charges in behind them the enemy is buried with bodies sure i lose half of my army but thats not the point , the main point is that i get to fight and krump the enemy into dust no fancy flanking or hammer and anvil either
Okay But what bout the 2 greenskins legendary lords you get from the tech tree?
Best thing I like is hearing him say "Waagh" 😂
Please do a goblin only guide!
Goblin Big Boss with a Chariot mount?
Since when? 😮
Multiplayer only, IIRC.
I thought you could get it from the total war site. Not sure though. Been a while since i did greenskins
Azhag fly's on a Wyvern, so much better than a Manticore.
thnaks for this content, i am playing with scarsnik so i cant recruit orcs expect inone city that i need to take but gobelins are okay with the attributes of this lord
Skullmuncha is a wyvern, I believe.
WAAAAAAAAAAAAAAAAAAAAAAAGH!!!
what do you guys think about how green grimgor is now???
i prefered his darker skin color now he is the greenest orc
I want to see Nippon dlc plus samurai and ninjas pretty cool
Ive killed over 1000 soldiers once with the spinning looms
can somebody explain why the fanatics goblins ability is still broken? every time i use it nothing happens, don't even see them spinning around.
You need to wait till the fanatics take over 25% DMG. They now require a threshold before they can be used
Works fine for me.
Try verifying game files
What are the big chevron in the bottom left of the unit icons? (not the regular triple chevrons that every unit has)
thank you for the video, do you have a list of mods you use or a video about it? I'm finding TWWH3 battles play too fast for my liking, I tried SFO to slow them down but found any regen units break it as they heal quicker than they get hurt
Sorry, but what is the good lore with Greenskins? I haven't played the faction a lot yet
Does Wurrzag’s savage orc Lord/faction bonuses work for all savage orc types e.g. savage orc big uns? Or is it just for regular savage orcs
Afaik on all savage orks
you choose savage orcs if you reel orc they bigger an harder
Why do they feel so slow though??? Like even when lizardmen saurios warriors have the same speed, it still feels like the orcs are so slow…am i supposed to use the goblins like skinks and the orcs like sauros warriors?????
i have all wh 1 2 and 3 but orks never convince me, the lack of defense force u fight too many battles
Sir I belive you mispronounced something. It's not waaghh it's WAAAAGGGGHHH!!! Right and propa orky.
👍
Parakierro.
The army composition is a bit confusing. Sure the tier 1 army looks good but iyou gonna need a lvl 3 barracks and another building. Sure you sort them by tier but in greenskins case that doesn't really help.
yo, there is something weird with your mic, cant really explain but I can barerly listen
@bengarrison7780 its clearly not his accent, its Something about the mic or mic settings
sounds good to me
Am I early?
First let’s gooooooo
2:31 ayo?
why has no one used feral wyverns???
Ya I think should've had a regiment of reknown usage build given wyverns least in my opinion are probably one of the most useful units for the orcs given flight is quite useful and are fairly tough and dangerous
Not sure about hydra given just got them recently but would think would be useful
The recommandation is so bad that doesnt even count the scarp upgrades. Doesnt seemed like you actually played greenskins.
This creator gets so much wrong.
make a refute video, id watch it
Huh most of the time you just read the stats and pointed out the obvious for a player with some experience already. Also copy-pasting from Zerkovich's guides feels cheap and lazy. This is more like a beginners guide than a guide and a bad one..
They have simple units, even though lack alot of options but they are pretty strong. You can run the shielded orks only in early game and confederate all the other orks. Waaaagh is your main thing to abuse.