Greenskins is the collective term for Orcs, Goblins and other similar races. These unruly warriors dwell in the Badlands, mountains and other wild areas and love nothing more than a good fight. From time to time, they will come together in a great “Waaagh!” - an invasion of civilised lands. Armies of Greenskins feature masses of poorly-disciplined infantry, alongside boar-riding cavalry and monsters like trolls and giant spiders.
- 1 Playstyle
- 2 Background
- 3 In Battle
- 4 Campaign
- 5 Strategy
- 6 Downloadable Content
- 7 Minor Factions
- 8 Trivia
- 9 Videos
- Waaagh!: Call upon additional Orc & Goblins to field against enemy forces.
- Scrap: Gather Scrap by winning battles and razing settlements, which in turn can be used to upgrade and improve units.
- Tribal Confederation: The Greenskins' tribal hierarchy is brutal, but simple. Beat up another Warboss in battle, his mob will become yours too.
- The Underway: Greenskins can use underground tunnels to avoid impassable terrain and enemy forces.
- Savage Orcs: Find settlements with the Savage Orcs resource to field powerful Badland Savage Orc units.
- Extensive unit roster with aggressive infantry, fast cavalry and monsters.
|“||Stoopid humie gitz – we iz da best!||„|
Orcs and Goblins are the scourge of the Old World. Collectively known as Greenskins, they are an aggressive and brutal race with an unquenchable love of fighting. For most nations, war is a means to an end - an act of aggression to conquer and dominate an enemy. However, the Greenskins - and the Orcs in particular - revel in battle purely for the sake of it. Orcs are built for violence - brutal, bullying creatures of jutting jaws and hulking appearance. The Goblins, by contrast, are smaller but more cunning as they mob up in greater numbers. This motley cast is supported by a fell menagerie of other creatures from wolves to Trolls, monstrous spiders to lumbering Giants.
Yet it’s the Orcs that dominate - their violent temperament keeping them top of the Greenskin tree. Orc attacks range from raids to mighty Waaaghs! where Greenskins of all stripes congregate in their tens of thousands under a single leader, who they believe has been chosen by Gork (or Mork) - the fickle gods of Orc-dom - to lead the mighty green tide on a rampage across the world. It is the Waaagh! that the other, weaker, races fear the most, as once an Orc Warboss gains enough momentum his horde can only ever be stopped at great cost. The Empire is a common target - having been ravaged countless times by infamous Waaaghs! throughout history. Yet it is the Dwarfs that harbour a special hatred of Orcs and their despicable kin, as the Dawi have lost many of their legendary strongholds to Greenskin incursions.
While the Greenskins have made lairs in ransacked Dwarfen holds, they can be found across the world - the majority residing in the arid Badlands, mainly fighting amongst themselves and occasionally coming together as a greater threat. Now such an occasion is upon us, for Grimgor Ironhide comes south. Goaded by Gorfang Rotgut, the boss of Black Crag, Ironhide marches with his Black Orcs. Once Black Crag is his, surely the Badlands will follow? And then the rest of the Dwarf realms shall fall to his ever-growing Waaagh!, all while the Empire and the other humie realms burn. This is what Gork and Mork demand; please them and ensure the mobs shout the name "GRIMGOR" for the rest of time!
The Greenskins have a diverse unit roster which is not really lacking in any one area. There are many kinds of fairly cheap or expendable infantry, ranged and melee cavalry, heavy infantry such as Black Orcs, warbeasts, chariots, artillery (eg: the Doom Diver) and monstrous units such as Trolls, Arachnarok Spiders, Giants. Their sole flying unit is the Wyvern, available as a mount.
Not to be confused with the Savage Orc Tribes who are a minor race of Greenskins that will become hordes when they don't control any settlements.
|Banner||Name||Legendary Lords||Campaign||Starting Territory||Region|
|Grimgor's 'Ardboyz||Grimgor Ironhide||The Old World||Death Pass||The Old World|
|Crooked Moon||Skarsnik||The Old World||Southern Grey Mountains
||The Old World|
|The Bloody Handz||Wurrzag Da Great Green Prophet||The Old World||Western Badlands||The Old World|
|Broken Axe||Grom the Paunch||Eye of the Vortex||Southlands World's Edge Mountains
|Mortal Empires||Massif Orcal||The Old World|
|Bonerattlaz||Azhag the Slaughterer||Mortal Empires||Northern World's Edge Mountains||The Old World|
A Waaagh! is an unstoppable force that can be unleashed once your faction gains sufficient Reputation through winning battles and razing settlements. Once a Call to Waaagh! is targeted against an enemy, additional mobs will flock to your armies for a period of time as your Lords' Waaagh! battle abilites are temporarily boosted. Razing the enemy's capital within the allotted time or occupying it when the Waaagh! ends will grant a trophy and rewards in addition to building momentum towards the next Call to Waaagh!.
Greenskins know not to waste good battle salvage, actively gathering any bits of Scrap they find after battles or razing settlements. Scrap can be used to upgrade and improve the boyz' armaments or research technologies.
The Greenskins' tribal hierarchy is brutal, but simple. Bash in enough heads and take enough loot, sooner or later you're going to get some mobs and become a Warboss. Beat up another Warboss in battle, his mobs will become yours too, since loyalty is a concept neither Orcs or Goblins really care for.
Be aware that subjugating another Warboss and his tribe also means taking over their territory, leading to a larger empire to oversee - perhaps just keep things simple and bash in his head too!
Greenskins can sneak through the Underway to travel beneath otherwise impassable terrain. Doing so is not without risk, however, as Greenskin armies can be intercepted by armies above and brought to battle, even by races that cannot use the Underway themselves.
|Landmark||1500||Savage Orcs are nomadic, but there are certain areas, deep in the Badlands, where they gather.
|Landmark||3000||A Savage Orc camp is an even more disorganised rabble of tents than a traditional Orc settlement.
|Landmark||6000||Savage Orcs can Waaagh! just like any Greenskin, giving thanks to Gork or Mork before charging off.|
The Savage Orc building chain will unlock the following units:
|Traverses the world as normal||None|
|Increases this army's campaign map marching range.|
|Conceals this army, allowing surprise attacks against passing enemies.|
|Uses the Underway to traverse the world.||
|Sets up a defensive camp, allowing for recruitment and replenishment, whilst raiding wealth from the local region.||
|Earn some extra loot by sellin' the captives off!||Kill 'em! Kill all the gits!||These scraggy gits look tasty - eat 'em up and replenish the boyz with full stomachs!|
|Your army will gain the following effect:|
|Occupy||Loot & Occupy||Sack||Raze|
|You occupy the settlement and all captives are slaughtered.||You gain wealth from looting, but buildings in the settlement are damaged. All captives are enslaved, obedience is greatly reduced, and your diplomatic relations with the previous owner also suffer greatly.||You do not capture the settlement but instead steal wealth and damage buildings. All captives are enslaved, obedience is reduced, and the previous owner will like you a lot less.||All buildings are destroyed and the settlement is torched.|
Give it 'ere
Brag about da Boss
Greenskins have the following climate preferences:
|Suitable:||Wasteland, Mountain, Savannah|
|Unpleasant:||Frozen, Temperate, Desert, Jungle|
|Uninhabitable:||Magical Forest, Ocean, Chaotic Wasteland, Temperate Island|
- Greenskin armies are extremely varied, comprising orcs, goblins, trolls, giants, squigs and spiders. This melting pot excels at adapting to any battlefield circumstance. Combat is what Greenskins live for and unsurprisingly, periods of peace cause major attrition as they start stabbing at each other. Keep everyone on a warpath and the troops will not have to resort to infighting. Speaking of infighting: Internecine warfare makes the Greenskins scattered and individually weak. Settling quarrels between the tribes is the first step to uniting them and creating a Waaagh! that will shake the very foundations of the world.
- Greenskins are a faction geared towards aggressive gameplay focusing on sacking and raiding thanks to the bonus income received that way; their settlement options and technology trees are limited, not to mention they cannot trade at all, so resources are also largely meaningless. Your primary focus, therefore, is striking deep into enemy territory, aided by your ability to recruit anywhere on the map, aided by a very robust catalogue of units ranging from the cheap, yet easily routed goblins to the stout, aggressive orcs. Flexibility and mobility are the greenskins' distinguishing feature - well, that and the large number of monsters. This makes playing them a bit of a diverse challenge, on the one hand, they are quite forgiving in battle mode, but maintaining fightiness and logistics during the campaign can be a challenge.
- Fightiness deserves elaboration: Greenskins who don't fight start to tear themselves apart. Those who fight a lot get a chance of spawning a Waaagh!, an AI controlled Greenskin army. Fightiness is what also makes Greenskins a challenge to confront: Trying to disassemble them piecemeal only makes them stronger. Decisive battles work best.
- Regiments of Renown are particularly strong insofar the Greenskins are concerned and can easily form the core of an army. However, where the greenskins really shine is competitive play, where they have a well-rounded unit roster that only lacks for decent AP ranged units. Wurrzag da Great Green Prophet is a particularily viable lord choice who not only is capable of buffing the entire army with his spells and abilities (especially the Bone Wood Staff which in synergy with Waaagh! can turn a greenskin infantry line in an unstoppable force) but who is also a decent and for a caster rather survivable melee combatant.
The Greenskins can be expanded upon with the following downloadable content:
Not to be confused with the Savage Orc Tribes which are a minor race of Greenskins.
Introduced in The Old World campaign:
These factions were replaced when The King and the Warlord was released:
Introduced in the An Eye For An Eye campaign:
These factions only appear in this campaign:
Introduced in The Season of Revelation campaign:
These factions only appear in this campaign:
Introduced in the Eye of the Vortex campaign:
Introduced in the Mortal Empires campaign:
- Greenskins was originally the name for the Grimgor's 'Ardboyz faction, sharing the generic name with its race. This was changed with the Potion of Speed Update for Total War: Warhammer II. It was named "Black Crag" for a short while, as well.
- Azhag the Slaughterer was moved to his own faction, the Bonerattlaz, with The Total Waaagh! Update for Total War: Warhammer II. He was previously sharing the same faction as Grimgor Ironhide.
- Though introduced in the first Total War: Warhammer game, the Greenskins received a considerable overhaul with the release of the The Warden and the Paunch DLC for Total War: Warhammer II, due to one of the lords, Grom the Paunch, being a Greenskins lord.
Greenskins/Grimgor Ironhide introduction trailer
How to play the Greenskins: Campaign Strategy
How to play the Greenskins: Unit Roster & Battle Strategy
How to play the Greenskins: Lords & Heroes