RulesWD 322 · pp. 17–27
Mat Ward describes an army book designed to make ordinary Orcs attractive while retaining the variety and mischief of Goblins. More effective choppas, stronger leaders and a once-per-game Waaagh! reward large fighting units, while simplified animosity can propel them towards the enemy as well as interrupt their advance. Revised magic, nets, Squig units and Rare choices preserve the army’s unpredictability, and returning warlords connect those changes with a fuller account of greenskin history.
Warhammer Fantasy BattlesOrcs & Goblins
ModellingWD 322 · pp. 20–21
The plastic Orc character kit provides the parts to make both a mounted and a foot leader with a broad choice of weapons and equipment. Different heads, bodies, armour pieces and accessories let the modeller represent an ordinary Orc or Black Orc, a Warboss or Big Boss, and even a battle standard bearer. The illustrated component guide makes the kit’s flexibility concrete rather than treating the finished examples as the only possible configurations.
Warhammer Fantasy BattlesOrcs & Goblins
TacticsWD 322 · pp. 28–29
Mat Ward builds his advice around numbers: extra units compensate for animosity, preserve rank bonuses and make panic losses harder to trigger. Fast Goblin riders or a scouting Big Boss tackle war machines, while artillery, Fanatics and a hard cavalry threat deter an opponent’s own rapid attack. The sample army shows those tools working around substantial infantry mobs, with a warning that excessively wide fronts can waste Orc attacks and expose too many Goblins.
Warhammer Fantasy BattlesOrcs & Goblins