EditorialWD 322 · Inside cover
Grombrindal views the resurgent Orcs and Goblins from the perspective of their Dwarf enemies. Their refusal to disappear after defeat, appetite for fighting and newly effective weapons make them a formidable recurring threat. He nevertheless recognises the appeal of commanding an unpredictable army of monsters, suggesting that even a Dwarf might learn something useful by leading the foe for a change.
Warhammer Fantasy BattlesOrcs & Goblins
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
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