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Overview of Orcs and Goblins in Warhammer

This document provides an overview of the Orcs and Goblins that inhabit the Old World. It describes their barbaric nature and tendency to fight amongst themselves unless united under a strong Warboss. When a powerful leader arises, they can form a massive Waaagh! invading force. It then gives short biographies of famous Warbosses like Azhag the Slaughterer and Grom the Paunch. It concludes with descriptions of the various types of units that make up Orc and Goblin armies, such as Black Orcs, Shamans, Wolf Riders, and war machines.
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0% found this document useful (0 votes)
203 views6 pages

Overview of Orcs and Goblins in Warhammer

This document provides an overview of the Orcs and Goblins that inhabit the Old World. It describes their barbaric nature and tendency to fight amongst themselves unless united under a strong Warboss. When a powerful leader arises, they can form a massive Waaagh! invading force. It then gives short biographies of famous Warbosses like Azhag the Slaughterer and Grom the Paunch. It concludes with descriptions of the various types of units that make up Orc and Goblin armies, such as Black Orcs, Shamans, Wolf Riders, and war machines.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Orcs and Goblins Overview
  • Notable Orc Characters
  • Orc Warriors and Strategy
  • The Role of War Beasts and Shamans
  • Night Goblins and Wolf Riders
  • Goblin Innovations and Trolls

Orcs and Goblins

10–12 minutes

The Orcs and the Goblins, collectively known as Greenskins, are prolific races that live in the
border regions of the Old World, mainly the Badlands in the south and the Dark Lands east
of the World’s Edge Mountains, though some have been able to settle in the most remote
regions of the Empire, Bretonnia and the mountains. They are a barbaric lot who thrives in
raiding and pillaging civilizations they perceive as weaker, be they Men, Dwarfs of even
other Orcs and Goblin [Link] are by no means sophisticated. They follow one,
very simple principle: the strongest rules over the weaker. And as strength comes with size,
it is of little surprise that, whenever a tribe is composed by both Orcs and Goblins, the
former lead, and within Orc society, the bigger, meaner Orcs have a higher social status than
the weaker ones. This supremacy is not absolute though, as any sign of weakness from a
higher standing Orc will be an excuse for challenging his status.

This is a fortune for the more civilized races that live in the Old World, as Greenskin tribes
spend most of their time squabbling among themselves. It takes a very strong leader to
settle these infighting for good, and when one of such individuals arises, the Old World
trembles, as multiple tribes will unite under the new Warboss’s banner and form a massive
horde called a Waaagh! that will cross the World’s Edge Mountains to storm the Dwarf
strongholds and lay waste to the border provinces of the Empire.

It is only thanks to the greater discipline and organization of Men and Dwarfs that the Old
World still stands as even small victories against the Waaagh! will shake the leadership its
Warboss exerts on the greenskins. Slowly his authority will start to be challenged by lesser
bosses who are only waiting the right time to take control back, the tribes will resume their
infighting and the green tide will come to a halt.

One of the most famous Warbosses of all times, Azhag


the Slaughterer rose to power after finding a strange iron crown in the ruins of an
abandoned city. As he wore it, the crown started to whisper dark secrets, giving him advice
to defeat his enemies, and imbuing him with sorcerous powers. With the help of the crown,
Azhag amassed a big Waaagh! and started raiding the Old World, his behaviour becoming
stranger and more un-orcish as the time passed. His warriors didn’t care though, as his
plans were the smartest, and he was always ready to fly in the thick of battle on his wyvern
Skullmuncha, bringing victory after victory to the Waaagh!. Eventually the whispers tried to
bring him south, the crown wanting to reunite with its owner: Nagash, the Great
Necromancer, but Azhag still exerted some control over his will. He managed to lay waste to
the Empire and was finally killed in the Battle of Osterwald at the hand of Werner von
Kriegstadt, Grand Master of the Knights Panther. His crown was later secured by the Great
Theogonist, who sealed it in the Imperial Vaults in Altdorf to prevent it from falling into the
wrong hands again.

It is rare for a lowly Goblin to rise to power, but sometimes the


most cunning and wicked can earn their respect from other tribes and form their own
Waaagh!. Grom the Paunch of the Misty Mountain not only had the wits and the attitude to
become a Warboss, but also the strength, for in his youth he ate a chunk of raw Troll meat –
its regenerative power causing him to grow to huge size. Atop his wolf-driven war chariot,
Grom led his army storming through the Empire. He then built a fleet and sailed west, where
he was last seen on Ulthuan, where he laid siege to the Elven city of Tor Yvresse. He was
supposedly slain by the city warden Eltharion the Grim, but his body was never found.

One of the latest threats to the Old World, the infamous Black Orc
Grimgor Ironhide has a reputation of being one of the meanest, toughest Orcs that ever
lived. His veteran bodyguard, the Immortulz, have earned their name after surviving the most
impossible situations, and are the only warriors Grimgor really trusts, preferring the company
of other Black Orcs to other greenskins, who often fall victim to his rage when there are no
enemies to fight.
Mobs of Orc warriors, or ‘da Boyz, form the majority of a Waaagh!.
Strong, tough and with a natural instinct for fighting, they are usually armed with crude axes
and swords, generally known as “Choppas” (the Orc name for anything that can be used as
a cutting weapon). They will often charge head-on, each mob wanting to be the first to hit the
enemy, or to take down the mightiest foes.

Some Orcs have the strange, un-orcish habit of carrying bows in


battle. These Arrer Boyz are seen with suspicion by other honest-to-Mork (or Gork) Orcs, as
stabbing people with arrows is something a bit too “gobliny” for their tastes. Nevertheless, as
they are still able to prove themselves in combat, this oddity is often overlooked, especially
as their ability to soften enemy ranks from afar is quite useful.

Orcs that rise to prominence within the tribe as the strongest, meanest
and smartest will take the title of Big Boss. Their mere presence is enough to quell
animosity within the mobs (though most of the times the right dose of shouting, beating and
head-knocking is required) and to point the infighting-prone Orcs towards the enemy.
Through displays of strength, toughness and bravery, a Big Boss can earn the respect of
whole tribes and lead his own Waaagh!.
Wild War Boars roam the barren Badlands, and are tamed by the
Orcs (as much as a savage boar the size of a horse can tamed) to serve as mounts in battle.
War Boars share many similarities with their riders: they are thick-skinned, stubborn and with
a bad attitude, that will unsaddle and trample over their riders at the first occasion. In battle,
mobs of Boar Boyz serve as shock troops, tearing through enemy ranks with their
devastating charges.

Orcs are already big, strong and mean, but the Black Orcs are even
bigger, stronger and meaner. Their skin having a darker tone than that of other Orcs, they
live for fighting, and usually carry better equipment than their comrades, wearing heavier
armor and often bringing spare weapons to battle, just in case. Uncommon in the greesnskin
ranks, Black Orcs are heavily disciplined, looking at other Orcs with contempt for their unruly
nature.

Orc Shamans are peculiar individuals who share a connection with


the Orc Gods Gork and Mork and can channel their powerful magic. Though they sometimes
display unusual behaviour and are considered a bit crazy among the Orcs, no one dares to
question their action, for they bear the favor of the gods, and no Orc would risk being
incinerated by green lightning for angering a shaman. Unique among wizards, they don’t just
draw their power from the Winds of Magic, but they can collect the raw energies of the Orcs
around them, conjuring more powerful spells as more boyz are nearby. As one can expect,
Orc magic is brutal and straightforward, manifesting in blasts of raw, green energy that bring
havoc to the enemy ranks.
Night Gobins are a subterranean kind of Goblins that infest the caves
below the World’s Edge Mountains. Slightly smaller than the other Goblins, they are
distinguished by their dark cloaks that allow them both to hide in the dim light of the
underground tunnels and also protect them from the sunlight. As their surface kin, Night
Goblins are individually weak and coward, but can make it up with their great numbers. As
long as they maintain a vast numerical superiority, they are can be confident enough to pose
as a serious threat to even the best soldiers.

Mobs of Wolf Riders often accompany Orc and Goblin armies to


harass enemy flanks, scout ahead for danger or chase enemies that flee the battle. Mounted
on vicious Giant Wolves, these goblins usually prefer to engage the enemy from afar, firing
their short bows on the run, but they can also charge small vulnerable enemy units, like
archers and war machines. When confronted directly, however, they prefer to rely on
hit-and-run tactics and are infamously known for being quite unreliable and flee at the first
sign of real danger.

Greenskins are certainly not known for their technology, but


nevertheless they are able to craft some crude war machines. The Rock Lobber is a simple
yet unaccurate siege engine that allows an Orc army to soften the enemy formations before
the eventual charge. Rock Lobbers are generally operated by a crew of Goblins, who are
checked in place by an Orc overseer that has the thankless task of assuring that the lazy
Goblins do what they are told properly and don’t shoot on their own army for fun.
Originally developed by the Goblins as a mean to scout the area
surrounding the tribes’ territories, the Doom Diver Catapult is basically a giant sling that lobs
Goblins into the air. These crazy Goblins wear leather bat-like wings that allow them to glide
through the sky and to maneuver themselves to their target. As they fall screaming onto the
enemies, they can deal considerable amounts of damage. Unsurprisingly, only a few survive
the impact, but nevertheless the thrill of the flight and the opportunity to escape a more
disgusting death (like finishing in the stomach of a Troll) make so that there’s always an
endless queue of willing volunteers.

Trolls are lonely creatures that roam the wild regions of the Old
World, preying on anything they can eat, which means on almost any creature, because a
Troll would eat anything, even rocks! River Trolls are a breed of Trolls that lives in swamps
and marshlands, who stink like rotten fish and usually ambush their prey by hiding
underwater. Occasionally Trolls will band with greenskin tribes, attracted by the perspective
of easy food. They are very strong and exceptionally resilient – their flesh, unless damaged
by fire, can quickly regenerate from even the deepest wounds – but are not the brightest of
creatures, and it’s hard for a Warboss to keep them focused on the battle. More than its
terrible strength, the most dangerous weapon of a Troll is its highly corrosive vomit, who they
are notoriously known to retch upon their enemies, melting armor and searing flesh.

Common questions

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In Greenskin society, leadership is based on physical strength, cunning, and ruthlessness. Orcs naturally submit to bigger, stronger individuals, which shapes the emergence of Waaagh! leaders. The title of Warboss is attained by those who can command respect through strength and intimidate their subordinates into unity. Leaders like Azhag the Slaughterer and Grom the Paunch rise by accumulating not only brute force but also unique elements of power—such as sorcery from a cursed crown or strategic intelligence from unique circumstances like eating Troll meat. The consequences of their emergence are typically dire for surrounding regions, as they often lead large-scale invasions (Waaagh!) that storm through and threaten the stability of areas like the Empire and Dwarf strongholds, requiring substantial effort to repel and contain .

The disparate fighting styles of Black Orcs and Arrer Boyz underscore the broader themes of order versus chaos within Orc society. Black Orcs, with their methodical discipline and combative efficiency, contrast sharply with the unruly disposition of 'da Boyz', epitomizing the ideal that order and organized brutality are attainable even within the typically chaotic Greenskin world. This reflects a dualistic perception where disciplined might is valued highly, even amid prevailing disorder. Meanwhile, Arrer Boyz, who engage in ranged combat—traditionally considered atypical for Orcs—represent deviations from cultural norms and the integration of pragmatism in battle strategies. This acceptance of varied tactics indicates a certain flexibility within brutish cultural confines, demonstrating Orcs' willingness to adopt roles that are efficient albeit unconventional, reflecting the broader themes of adaptability and pragmatism in Orc warfare .

In Greenskin culture, mounts such as War Boars and Giant Wolves play significant roles in shaping combat strategies. War Boars are thick-skinned, aggressive, and serve as mounts for Orcs. They are used primarily as shock troops, capitalizing on their ferocity and size to break enemy lines with powerful charges. Their use reflects the martial values of Orcs, where brute force and direct confrontation are prioritized. Conversely, Goblins who ride Giant Wolves utilize their speed for hit-and-run tactics, scouting, and flanking maneuvers. This reflects the Goblins' reliance on cunning, mobility, and a balanced risk of engagement due to their smaller size and lesser strength compared to Orcs. The animals' characteristics thus complement the tactical propensities of their riders, with boars enhancing Orc strength and wolves harnessing Goblin agility .

In scenarios where Orc and Goblin leadership is weakened or removed, the innate instability of Greenskin society quickly resurfaces, leading to fragmentation and rivalry among sub-leaders. This breakdown of cohesion frequently causes infighting and power struggles as individual Orcs and Goblins challenge each other for dominance, seeking to elevate themselves within the hierarchy. This internal chaos diminishes the threat posed by the Greenskins to external enemies, as the focus shifts from external aggression to internal disputes. The absence of a strong, unifying leader can cause a Waaagh! to lose its momentum, thereby dissolving the collective focus required for sustained military campaigns .

Orc Shamans and Night Goblins serve different but complementary roles in a Greenskin army. Orc Shamans are powerful spellcasters connected to the Orc Gods, capable of channeling magic through raw emotional energy among Orcs, casting destructive spells that can cause havoc on enemy lines. Their presence inspires fear, preventing dissent due to the fear of divine wrath through magical lightning. In contrast, Night Goblins, while weaker individually, rely on overwhelming numbers to become effective. They skulk through caves and ambush from the shadows, posing as threats through sheer volume rather than individual prowess. Their effectiveness lies in their massive swarming attacks which can overcome even skilled soldiers if allowed numerical superiority. Orc Shamans provide high-impact, magical support, whereas Night Goblins function as an attritional force, leveraging numerical superiority to wear opponents down .

The internal discord among Orc and Goblin tribes is primarily driven by their principle of the strongest ruling over the weaker, which leads to constant power struggles. In Orc society, status is largely determined by size and strength, resulting in frequent challenges to leadership if a leader shows weakness. This inherent infighting prevents Greenskins from posing a sustained threat to other civilizations, as it occupies their focus and hinders the formation of lasting, unified forces. Only a very strong leader can temporarily settle these infightings and unite the tribes into a massive horde called a Waaagh!, which significantly amplifies their threat level .

Black Orcs provide a critical element of discipline within a Greenskin army, setting them apart from the comparably unruly 'da Boyz'. Their stringent training and superior equipment make them exceptional shock troops, capable of executing coordinated, devastating charges. The discipline Black Orcs exhibit enhances their reliability in battle, ensuring they remain effective even under intense conditions, which contrasts with the often chaotic fervor of regular Orc warriors, who prioritize aggressiveness over tactic. 'Da Boyz' are numerous and driven by instinctual aggression, frequently headlong charging to engage opponents, usually leading to significant initial impact but with higher risk of disorganization. The disciplined approach of Black Orcs augments the effectiveness of a Waaagh! by stabilizing the front lines, allowing for more strategic implementations of Orcish brute strength .

The Doom Diver Catapult and Rock Lobber each offer unique strategic advantages in Orc and Goblin warfare. The Doom Diver Catapult is a creative siege weapon that projects goblins as living projectiles. Despite its bizarre concept, it confers a psychological and tactical advantage by dispersing goblin projectiles capable of adjusting their trajectory, which introduces chaos and suppresses enemy morale. However, its limitation lies in the high casualty rate among the goblin volunteers, though its novelty ensures a constant, enthusiastic volunteer pool. Conversely, the Rock Lobber is a more conventional siege engine that, despite its inaccuracy, allows Orcs to soften enemy formations before an assault. Its limitation is operational inefficiency, partially attributed to the goblin crew's lack of discipline, which necessitates an Orc overseer to maintain functionality. Thus, while both weapons enhance battlefield efficacy by disrupting enemy positions, they are constrained by operational inconsistencies and the potential for friendly fire .

Magical influence, such as that which Azhag the Slaughterer experienced, plays a profound role in the strategic considerations of Greenskin leadership by enhancing the capabilities of a Warboss markedly beyond physical attributes alone. Azhag's acquisition of sorcery, mediated through the dark whispers of a cursed crown, provided him with advanced tactical insights and arcane powers that facilitated his successful campaigns against the Old World. This supernatural edge allowed his Waaagh! to break through traditional limitations of Greenskin warfare. However, such magical influence also introduces vulnerability, as it can lead to instability and conflict within oneself, as seen in Azhag's eventual struggles with the crown's influence. Consequently, while offering significant short-term advantages, magic can also subtly undermine a leader’s personal authority and autonomy, complicating strategic leadership .

Trolls are considered highly valuable within a Greenskin army due to their exceptional regenerative abilities that allow them to endure significant damage and continue fighting. Their flesh can quickly regenerate from deep wounds, making them formidable frontline units. However, their utility is tempered by their lack of intelligence and the challenge they present in maintaining focus during battle. Warbosses often struggle to keep Trolls engaged and directed towards the enemy. The regenerative ability, combined with their physical strength and the debilitating effect of their corrosive vomit, makes Trolls effective at breaking through enemy lines and sustaining an assault, provided they are properly controlled and directed during engagements .

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