Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Greenskins
Grimgor Intro.jpg
General data
TypeMajor Race
Playable subfactionsGrimgor's 'Ardboyz.pngGrimgor's 'Ardboyz

Crooked Moon.pngCrooked Moon
The Bloody Handz.pngThe Bloody Handz
Broken Axe.pngBroken Axe

Bonerattlaz.pngBonerattlaz
Legendary LordsGrimgor Ironhide

Skarsnik
Wurrzag Da Great Green Prophet
Grom the Paunch

Azhag the Slaughterer
Territory
ClimatesSuitable:Wasteland.pngMountain.pngSavannah.png

Unpleasant: Frozen.pngTemperate.pngDesert.pngJungle.png

Uninhabitable: Magical forest.pngOcean.pngChaotic wasteland.pngTemperate island.png
Racial capital
Death Pass
  • Black Crag
Eastern Badlands
  • Karak Eight Peaks
Massif Orcal
  • Massif Orcal
Distinct features
Icon waaagh.png
Waaagh!
Call upon additional Orc & Goblins to field against enemy forces.
Reward Scrap.png
Scrap
Gather Scrap by winning battles and razing settlements, which in turn can be used to upgrade and improve units.
Reward Banner.png
Tribal Confederation
The Greenskins' tribal hierarchy is brutal, but simple. Beat up another Warboss in battle, his mob will become yours too.
Icon underway.png
The Underway
Greenskins can use underground tunnels to avoid impassable terrain and enemy forces.
Icon savageways.png
Savage Orcs
Find settlements with the Savage Orcs resource to field powerful Badland Savage Orc units.
Icon savage orc roster.png
Unit Roster
Extensive unit roster with aggressive infantry, fast cavalry and monsters.

The Greenskins are a playable race introduced in Total War: Warhammer. They have five playable factions and five Legendary Lords to choose from.

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.

Playstyle[]

  • Icon waaagh.pngWaaagh!: Call upon additional Orc & Goblins to field against enemy forces.
  • Reward Scrap.pngScrap: Gather Scrap by winning battles and razing settlements, which in turn can be used to upgrade and improve units.
  • Reward Banner.pngTribal Confederation: The Greenskins' tribal hierarchy is brutal, but simple. Beat up another Warboss in battle, his mob will become yours too.
  • Icon underway.pngThe Underway: Greenskins can use underground tunnels to avoid impassable terrain and enemy forces.
  • Icon savageways.pngSavage Orcs: Find settlements with the Savage Orcs resource to field powerful Badland Savage Orc units.
  • Icon savage orc roster.pngExtensive unit roster with aggressive infantry, fast cavalry and monsters.

Background[]

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!

In Battle[]

A Giant smashing a squadron of Reiksguard with his club.

Icon savage orc roster.pngUnit Roster[]


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.

Their generic spellcasters have access to two unique lores of magic: the Lore of the Big Waaagh! and Lore of the Little Waaagh!, while Azhag the Slaughterer has access to the Lore of Death.

Wh2 dlc15 army abilities big waaagh.pngWaaagh![]

Waaagh! is an ability available to all Greenskins lords which gives speed, melee attack and charge bonus to all units in their army.

Greenskins.png Da boyz!

Campaign[]

The Greenskins are a non-horde race that can occupy settlements and control provinces.

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.

Event Factions Neutral.pngPlayable Factions[]

The Greenskins have five playable factions with five Legendary Lords to choose from:

Banner Name Legendary Lords Campaign Starting Territory Region
Grimgor's 'Ardboyz.png Grimgor's 'Ardboyz Grimgor Ironhide The Old World

Mortal Empires

Death Pass
  • Icon Marker Settlement.pngBlack Crag
The Old World
Crooked Moon.png Crooked Moon Skarsnik The Old World

Mortal Empires

Southern Grey Mountains
  • Karak Azgaraz
The Old World
The Bloody Handz.png The Bloody Handz Wurrzag Da Great Green Prophet The Old World

Mortal Empires

Western Badlands
  • Icon Marker Settlement.pngEkrund
The Old World
Broken Axe.png Broken Axe Grom the Paunch Eye of the Vortex Southlands World's Edge Mountains
  • Karag Orrud
The Southlands
Mortal Empires Massif Orcal
  • Icon Marker Settlement.pngMassif Orcal
The Old World
Bonerattlaz.png Bonerattlaz Azhag the Slaughterer Mortal Empires Northern World's Edge Mountains
  • Icon Marker Settlement.pngRed Eye Mountain
The Old World

Icon waaagh.pngWaaagh![]

Main article: Call to WAAAGH!


A Waaagh! is an unstoppable force that can be unleashed once your faction gains sufficient Icon Waaagh Reputation.pngReputation 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 Icon Army.pngLords' 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!.

Reward Scrap.pngScrap[]

Main article: Scrap


Greenskins know not to waste good battle salvage, actively gathering any bits of Icon Grn Scrap.pngScrap they find after battles or razing settlements. Scrap can be used to upgrade and improve the boyz' armaments or research technologies.

Reward Banner.pngTribal Confederation[]

Main article: Warboss Defeated


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!

Icon underway.pngThe Underway[]

Greenskins can sneak through the Icon stance use underway.pngUnderway 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.

Icon savageways.pngSavage Orcs[]

Settlements that contain the Resource savage orcs.pngSavage Orcs resource will give Greenskin factions access to a unique building chain allowing them to recruit powerful Savage Orc units.

The resource can mainly be found in the Southern Badlands, but is also present in the Western Badlands and the [Southern] Jungles of Pahualaxa.

Building Chain[]

Settlements that contain the Resource savage orcs.pngSavage Orcs resource will unlock the following building chain:

Tier Building Type Cost Effects
Tier 1.png Greenskins savage orcs.png

Savage Orc Gathering

Landmark Icon treasury.png1500

Icon hourglass.png2 Turns

Savage Orcs are nomadic, but there are certain areas, deep in the Badlands, where they gather.
Tier 2.png Greenskins savage orcs.png

Savage Orc Camp

Landmark Icon treasury.png3000

Icon hourglass.png3 Turns

A Savage Orc camp is an even more disorganised rabble of tents than a traditional Orc settlement.
Tier 3.png Greenskins savage orcs.png

Savage Orc Host

Landmark Icon treasury.png6000

Icon hourglass.png4 Turns

Savage Orcs can Waaagh! just like any Greenskin, giving thanks to Gork or Mork before charging off.

Units[]

The Savage Orc building chain will unlock the following units:

Unit Stats
Wh main grn savage orc boyz sword.png

Savage Orcs

Recruitment General Melee Ranged Defence
  • Icon hourglass.pngTurns: 1
  • Icon income.pngUpkeep: 138
  • Icon stat health.pngHealth: 81
  • Icon stat morale.pngLeadership: 58
  • Icon stat speed.pngSpeed: 37
  • Icon stat attack.pngMelee Attack: 28
  • Icon stat defence.pngMelee Defence: 16
  • Icon stat charge bonus.pngCharge Bonus: 26
  • Icon stat damage.pngWeapon Strength: 35
    • Icon Stat Damage Base.pngBase Weapon Damage: 26
    • Modifier icon armour piercing.pngArmour-Piercing Weapon Damage: 9
  • Resistance physical.pngPhysical Resistance: 25% Damage of non-magical attacks is reduced by this amount.
  • Attrition immunity.pngResilience: This unit is immune to the following types of attrition: Desert, Barren Wasteland
  • Hide forest.pngHide (forest): This unit can hide in forests until enemy units get too close.
  • Wh main unit passive frenzy.pngFrenzy: Unit ability
Wh main grn savage orc boyz big uns.png

Savage Orc Big 'Uns

Recruitment General Melee Ranged Defence
  • Icon hourglass.pngTurns: 2
  • Icon income.pngUpkeep: 225
  • Icon stat health.pngHealth: 108
  • Icon stat morale.pngLeadership: 68
  • Icon stat speed.pngSpeed: 37
  • Icon stat attack.pngMelee Attack: 40
  • Icon stat defence.pngMelee Defence: 22
  • Icon stat charge bonus.pngCharge Bonus: 34
  • Icon stat damage.pngWeapon Strength: 42
    • Icon Stat Damage Base.pngBase Weapon Damage: 29
    • Modifier icon armour piercing.pngArmour-Piercing Weapon Damage: 13
    • Modifier icon bonus vs large.pngBonus vs. Large: 8
  • Resistance physical.pngPhysical Resistance: 25% Damage of non-magical attacks is reduced by this amount.
  • Attrition immunity.pngResilience: This unit is immune to the following types of Icon Attrition Path.pngattrition: Desert, Barren Wasteland
  • Hide forest.pngHide (forest): This unit can hide in forests until enemy units get too close.
  • Wh main unit passive frenzy.pngFrenzy: Unit ability
Wh main grn savage orc boyz bow.png

Savage Orc Arrer Boyz

Recruitment General Melee Ranged Defence
  • Icon hourglass.pngTurns: 1
  • Icon income.pngUpkeep: 138
  • Icon stat health.pngHealth: 77
  • Icon stat morale.pngLeadership: 52
  • Icon stat speed.pngSpeed: 37
  • Icon stat attack.pngMelee Attack: 24
  • Icon stat defence.pngMelee Defence: 8
  • Icon stat charge bonus.pngCharge Bonus: 12
  • Icon stat damage.pngWeapon Strength: 35
    • Icon Stat Damage Base.pngBase Weapon Damage: 26
    • Modifier icon armour piercing.pngArmour-Piercing Weapon Damage: 9
  • Icon stat damage.pngMissile Strength: 47
    • Icon Stat Ranged Damage Base.pngBase Missile Damage: 14
    • Modifier icon armour piercing ranged.pngArmour-Piercing Missile Damage: 6
    • Icon Stat Reload Time.pngReload Time: 9.9 seconds
  • Icon stat ammo.pngAmmunition: 22
  • Icon stat range.pngRange: 140
  • Resistance physical.pngPhysical Resistance: 25% Damage of non-magical attacks is reduced by this amount.
  • Attrition immunity.pngResilience: This unit is immune to the following types of Icon Attrition Path.pngattrition: Desert, Barren Wasteland
  • Hide forest.pngHide (forest): This unit can hide in forests until enemy units get too close.
  • Wh main unit passive frenzy.pngFrenzy: Unit ability
Wh main grn savage orc boar boyz.png

Savage Orc Boar Boyz

Recruitment General Melee Ranged Defence
  • Icon hourglass.pngTurns: 2
  • Icon income.pngUpkeep: 187
  • Icon stat health.pngHealth: 110
  • Icon stat morale.pngLeadership: 58
  • Icon stat speed.pngSpeed: 64
  • Icon stat attack.pngMelee Attack: 26
  • Icon stat defence.pngMelee Defence: 14
  • Icon stat charge bonus.pngCharge Bonus: 56
  • Icon stat damage.pngWeapon Strength: 30
    • Icon Stat Damage Base.pngBase Weapon Damage: 10
    • Modifier icon armour piercing.pngArmour-Piercing Weapon Damage: 20
  • Icon stat armour.pngArmour: 35
  • Resistance physical.pngPhysical Resistance: 25% Damage of non-magical attacks is reduced by this amount.
  • Attrition immunity.pngResilience: This unit is immune to the following types of Icon Attrition Path.pngattrition: Desert, Barren Wasteland
  • Hide forest.pngHide (forest): This unit can hide in forests until enemy units get too close.
  • Wh main unit passive frenzy.pngFrenzy: Unit ability
Wh main grn savage orc boar boyz big uns.png

Savage Orc Boar Boy Big 'Uns

Recruitment General Melee Ranged Defence
  • Icon hourglass.pngTurns: 2
  • Icon income.pngUpkeep: 275
  • Icon stat health.pngHealth: 128
  • Icon stat morale.pngLeadership: 68
  • Icon stat speed.pngSpeed: 66
  • Icon stat attack.pngMelee Attack: 28
  • Icon stat defence.pngMelee Defence: 14
  • Icon stat charge bonus.pngCharge Bonus: 58
  • Icon stat damage.pngWeapon Strength: 36
    • Icon Stat Damage Base.pngBase Weapon Damage: 12
    • Modifier icon armour piercing.pngArmour-Piercing Weapon Damage: 24
    • Modifier icon bonus vs large.pngBonus vs. Large: 5
  • Icon stat armour.pngArmour: 35
  • Resistance physical.pngPhysical Resistance: 25% Damage of non-magical attacks is reduced by this amount.
  • Attrition immunity.pngResilience: This unit is immune to the following types of Icon Attrition Path.pngattrition: Desert, Barren Wasteland
  • Hide forest.pngHide (forest): This unit can hide in forests until enemy units get too close.
  • Wh main unit passive frenzy.pngFrenzy: Unit ability

Event Buildings Neutral.pngBuildings[]

Main article: Greenskins buildings


Event Technology Neutral.pngTechnology[]

Main article: Greenskins tech tree


Event Commander Activity Neutral.pngStances[]

Greenskin armies can adopt the following stances:

Stance Description Effects
Default Stance None.png

None

Traverses the world as normal None
Stance March.png

March

Increases this army's campaign map marching range.
  • Campaign movement.pngCampaign movement range: +50%
  • Military.pngRecruitment: Disabled
  • Vigour.pngVigour in battle: Tired
  • Melee.pngShould the army be attacked, retreat will be impossible, if it loses the battle it will be wiped out
  • Melee.pngBattle initiation: Disabled
Icon ambush stance.png

Ambush

Conceals this army, allowing surprise attacks against passing enemies.
  • Campaign movement.pngCampaign movement range required to adopt: 25%
  • Icon Subterfuge.pngHidden until discovered or battle initiated
  • Campaign movement.pngCampaign movement: Disabled
Use underway.png

Use Underway

Uses the Underway to traverse the world.
  • Campaign movement.pngMinimum requirement to assume: Not moved this turn
  • Campaign movement.pngTraverse underground terrain that would normally be impassable
  • Disaster.pngImmune to attrition
  • Melee.pngNearby hostile armies may intercept this force in the Underway
  • Melee.pngShould the army be intercepted, retreat will be impossible; if it loses the battle it will be wiped out
  • Melee.pngBattle initiation: Disabled
Encamp.png

Raidin' Camp

Sets up a defensive camp, allowing for recruitment and replenishment, whilst raiding wealth from the local region.
  • Scrap.pngScrap: +3 per turn
  • Icon income plus.pngIncome generated from raiding: Arrow increase 1.png
  • Replenishment.pngEnables replenishment and access to the global recruitment pool
  • Public order.pngObedience: -3 in the raided province
  • Growth.pngGrowth: -5 in the raided province
  • Disaster.pngImmune to attrition
  • Defence.pngMelee defence: +5
  • Morale.pngLeadership: +5
  • Diplomacy.pngDiplomacy: Penalties with raided factions
  • Income.pngIncome from all buildings: -100% (when raiding own region)
  • Campaign movement.pngCampaign movement: Disabled

Event Military Neutral.pngPost-Battle Options[]

Greenskins have the following post-battle options after winning a battle:

Icon ransom.png

Ransom Captives

Icon Grn Slaughter.png

Slaughter Captives

Icon Grn Eat.png

Eat Captives

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!
  • Icon treasury.pngTreasury: Arrow increase 1.png
Your army will gain the following effect:
  • Morale.pngSlaughtered Captives (Turns: 5)
    • The boyz are ecstatic after slaughtering recent captives!
    • Morale.pngLeadership: +4
  • Icon Replenish.pngUnit replenishment: Arrow increase 1.png%

Event City Neutral.pngSettlement Options[]

Greenskins have the following settlement options after successfully sieging a settlement:

Occupy Loot & Occupy Sack Raze
Greenskins Occupy Settlement.png Greenskins Loot Settlement.png Greenskins Sack Settlement.png Raze Settlement.png
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, Icon public order.pngobedience 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, Icon public order.pngobedience is reduced, and the previous owner will like you a lot less. All buildings are destroyed and the settlement is torched.
  • Icon Public Order Negative.pngConquest penalty: -10
  • Province instability: -3
  • Icon Public Order Negative.pngConquest penalty: -30
  • Province instability: -10
  • Icon treasury.pngTreasury: Arrow increase 1.png
  • Icon Replenish.pngUnit replenishment: Arrow increase 1.png%
  • Province instability: -10
  • Icon treasury.pngTreasury: Arrow increase 1.png
  • Icon Replenish.pngUnit replenishment: Arrow increase 1.png%
  • Icon treasury.pngTreasury: Arrow increase 1.png
  • Icon Grn Scrap.pngScrap: Arrow increase 1.png
  • Icon Waaagh Reputation.png Reputation: Arrow increase 1.png

Event Province Region Neutral.pngCommandments[]

Greenskins can issue the following commandments when all settlements are owned in the selected province:

Commandment Effects
Commandment Camp Ruckus.png

Camp Ruckus

  • Growth.pngGrowth: +20
  • Public order.pngObedience: +2
Commandment Give it 'ere.png

Give it 'ere

  • Income.pngIncome extortion rate: +5%
Commandment Brag about da Boss.png

Brag about da Boss

  • Treasury.pngRecruitment cost: -5%
  • Army.pngLocal recruitment capacity: +1

Event Commander Activity Neutral.pngClimate[]

Greenskins have the following climate preferences:

Preference Climate
Suitable: Wasteland.pngWasteland, Mountain.pngMountain, Savannah.pngSavannah
Unpleasant: Frozen.pngFrozen, Temperate.pngTemperate, Desert.pngDesert, Jungle.pngJungle
Uninhabitable: Magical forest.pngMagical Forest, Ocean.pngOcean, Chaotic wasteland.pngChaotic Wasteland, Temperate island.pngTemperate Island

Event Character Activity Neutral.pngInventory[]

Strategy[]

Click here to add a strategy!

  • 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.

Downloadable Content[]

The Greenskins can be expanded upon with the following downloadable content:

Minor Factions[]

On the campaign map, many factions are grouped together as Greenskins and use the Greenskins unit roster.

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:[]

Trivia[]

  • 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.



Videos[]

Greenskins/Grimgor Ironhide introduction trailer

Greenskins intro

How to play the Greenskins: Campaign Strategy

How to play the Greenskins: Unit Roster & Battle Strategy

How to play the Greenskins: Lords & Heroes