Orcs and Goblins

Fantasy gaming is one of the most popular types around. Orcs and Goblins (the greenskins, though some orcs are brown). These pictures are of miniatures from the collection of Felix, some dating back to the mid-1980s. There are also photographs from shows and Warhammer World.

The Orcs & Goblin Tribes in Warhammer: The Old World are a truly chaotic and unpredictable force, a stark contrast to the disciplined ranks of the Empire or the gleaming chivalry of Bretonnia. Their armies are less a military organization and more a great, sprawling mob driven by a love for battle and the raw, untamed power of the WAAAGH!. This singular focus on fighting and expansion defines their entire culture, leading to a tabletop army that is as fun as it is unreliable, prone to either crushing the enemy under a green tide or collapsing into infighting at the worst possible moment.

The core of any Orc and Goblin army is its sheer numbers. Orc Mobs, particularly the brutish Orc Boyz and the tougher Big ‘Uns, form the backbone of the army, wielding their signature Choppas to devastating effect. These units are not known for their subtlety; they are a blunt instrument of war, designed to get into close combat and unleash a torrent of savage blows. Complementing the Orcs are the Goblins, smaller and less physically imposing but far more numerous and cunning. Goblin Mobs with shortbows provide a flimsy but numerous screen, while the devious Night Goblins, with their love of mushrooms and secrecy, can hide deadly Fanatics within their ranks—wildly swinging, chained balls of pure destruction that can be unleashed at a moment’s notice to scythe through enemy formations.

Beyond the foot-slogging masses, the Orcs and Goblins field a wide and often bizarre array of monsters, war machines, and specialized units. Orc Boar Boyz and Orc Boar Chariots provide a fast and furious element, their impetuous charges capable of tearing apart infantry. The Goblins, meanwhile, take to the battlefield on the backs of monstrous creatures. Goblin Wolf Riders are a fast and maneuverable skirmishing force, while Night Goblin Squig Hoppers are a completely random but terrifying shock cavalry, leaping into combat on the backs of ravenous, bouncing cave beasts. Even more monstrous are the Giants, Trolls, and the massive Arachnarok Spiders, which lumber or bound across the battlefield, their immense size and power capable of breaking an enemy’s spirit and their formations in equal measure. The Orc and Goblin Shamans channel the untamed magic of their gods, Gork and Mork, to empower their armies or to unleash destructive spells like the infamous ‘Ere We Go, which can propel their units forward with an unstoppable momentum.

The true tactical challenge of the Orcs & Goblin Tribes lies in managing their inherent unreliability, most notably represented by the Impetuous special rule. Unlike previous editions’ “Animosity” rule, Impetuous forces a unit to attempt a charge if a nearby enemy is within range, a rule that perfectly captures the greenskins’ lust for battle. This means a Waaagh! general must carefully choose their engagements, lest their carefully planned advance devolve into a chaotic and uncoordinated rush. While this can lead to disastrous results, a well-timed, uncontrollable charge from a large mob can also win the game in a single turn. This unique blend of raw power and chaotic unreliability makes the Orcs & Goblins one of the most unpredictable, and therefore most enjoyable, armies to play in The Old World.

Orc Siege Engine from the displays at GamesDay 2008
Orc Siege Engine from the displays at GamesDay 2008
Orc War Machine
Orc Siege Engine on display at Warhammer World