I get you, grimgor truly is the biggest and baddest of the boyz. You must stabilize the economy and increase obedience. Subscribed. Send your main Lord closer to Kradtommen - he should be able to attack it during the next turn. He's bloodthirsty and driven, to the point even other Orcs think he's a bit of a nutter (if a glorious fucking one). Finally, recruit 3 more units for the second Lord (he should have 15 units at the start of the next turn) and end the turn. Who do you think would win in a fight between Azhag and Grimgor? Now you can end the turn. This will give you full control over another province - Western Badlands. You can now end the turn. Grimgor is a fearsome fighter who can inflict enormous casualties upon opposing units. With the start of the 30th turn, your main Lord's Waaagh! Set your units in two long rows - the frontline composed of melee units, with missile units and artillery standing behind them. Now end the turn. This will give you a 10-point boost to obedience while costing a small amount of gold. At the start of the 10th turn send your main Lord towards Karak Azul - reaching it should take 2 turns. Your main Lord should now have quite a decent army. Now send your main Lord towards Black Iron Mine and order the Waaagh! Now send the second Lord to the south-east, towards Bitterstone Mine. That, and because I suspect the Greenskins are next in line for a rework, and I believe Azhag will be relocated somewhere up north. You have control over 5 full provinces and 2 provinces that need 1 additional settlement to be completely under your control. The Battle at the Thundering Falls takes place underground, in a narrow, cave-like location. When the battle ends, unlock a new ability for the Lord - Deff From Below. Afterwards, start upgrading the main building in Varenka Hills, construct Boss' Tent in Karak Eight Peaks, Black Crag and in Karak Azgal. Your task for the next several turns will be to attack the Dwarves and the Bloody Spearz. You can use the auto-resolve option to end the battle quickly without suffering many casualties. should help you and make the battle trivial (remember to use the Lightning Strike ability to prevent enemies from receiving reinforcements - it can be activated on the pre-battle screen). End the turn. It assumes that you select Grimgor Ironhide as your starting Lord, but if you want to you can pick Azhag the Slaughterer instead. I also really like the voice work for the Goblin agents- 'Stabbey!!!' The gameplay itself won't change much when you do so. This will be your third province - set the commandment to Camp Ruckus. Move both of your Lords close to Ekrund and attack this capital. will accompany your Lord's army and attack the same target, but you can also use it to attack a different settlement. to head towards Crooked Fang Fort. This quest can be triggered at any time you want, but you shouldn't wait too long with it. My goal for this playthrough was to achieve a Long Campaign Victory in Mortal Empires using Grimgor Ironhide. You will be able to defeat the enemy army in a matter of seconds, especially if your units can attack the enemy from behind. Refrain from constructing any buildings - you're going to need gold to upgrade the main building in Black Crag. Unsubscribe Description. focuses on another settlement. It assumes that you select Grimgor Ironhide as your starting Lord, but if you want to you can pick Azhag the Slaughterer instead. probably conquered Crooked Fang Fort by now - select Dringorackaz as their next target. You can now end the turn. At the fortress of Altdorf, the Waaagh! In addition, Grimgor provides a +5% bonus to campaign movement range to everyone, armies and agents, which is a significant movement bonus. Upgrade the main building in Karak Azgal and in Iron Rock, and demolish Musta Fieldz in Deff Gorge. accompanying him. Grimgor Ironhide is the most violent Black Orc Warboss ever to exist. He is simply my all-time favourite. Using the "Use Underway" stance you should get there in 2 turns. Why do I think the Greenskins are up next for a rework? Attack and conquer Agrul Migdhal. Start constructing Boss' Tent in Karak Azul, the same building in Iron Rock and upgrade the main building in Crooked Fang Fort. The remnants of Gorbad's tribe were ambushed and defeated on their way home by a Dwarf army under the King of Karaz-a-Karak. Now time for some constructing. Meet the next Legendary Lord for the Greenskin army, Azhag the Slaughterer. Your second Lord should now have his own Waaagh! Orders can be issued from a new panel that appeared right next to the portrait of your Lord (after selecting him). When you're done, end the turn. Use the main Lord to attack the settlement - the second Lord will come as reinforcements. Normally you wouldn't be able to take it, but thanks to the Waaagh! The Orcs and Goblins represent a generic Dark Ages warband army with little internal cohesion and discipline, and relying on the ferocious charge and individual fighting skills rather than organized generalship. Gorbad unleashed Wyverns upon the city, who threw the defenders into disarray but were ultimately repelled without achieving their main objective, which was to destroy the city gates. Normally, conquering some of them would be difficult, but with two, 20-unit armies with Waaagh! Battle of Iron Rock - your biggest encounter so far. After you've conquered it send the main Lord's Waaagh! After the encounter ends you will complete the quest, gaining some gold and a new hero in return. Azhag is the best LL for entertainment no question. Send your main Lord towards Karak Azgal. Grimgor Ironhide. In the meantime send your main Lord right next to Galbaraz - he should be able to attack it during the next turn. As for the Crown of Sorcery, after much debate between those who wanted it preserved and studied, and those who wanted it destroyed so its evil could pose no more threat, the Grand Theogonist took it back to Altdorf and sealed it in the Imperial Vaults, where it would remain for all eternity. A quest - Battle at the Thundering Falls - will now be active, but you can ignore it for now. Without his tactical mind and force of will to lead them, the Orcs that had followed Azhag fled into the forests and hills of Ostland. The whole Desolation of Nagash province will be under your control. Upgrade Brawlin' Groundz in Black Crag to Fightin' Pit, the main building in Karak Azgal and construct Idolz in Dok Karaz and in Galbaraz. Gorbad Ironclaw and his tribe, the Ironclaw Orcs, absorbed the Broken Tooth tribe along with the local Goblin and Night Goblin tribes, to create a massive force of Greenskin warriors. Eventually, the lack of progress and Gorbad's injury took their toll on morale, and the army disintegrated. This will allow you to easily overwhelm them.However, you don't have to do that, as the encounter is one of the easiest you've taken part in. Send your main Lord to the west, towards Agrul Mighhdal. Besides, CA just released new assets for the orcs with the latest DLC and some people requested a helmless version of my last Grimgor mod. As it stands, he's one of the greatest Orc warriors ever lived. In the ferocious fighting, Werner von Kriegstadt, Grand Master of the Knights Panther, killed Azhag in single combat and recovered the Crown of Sorcery. However, Azhag's continued victories ensured the support of his greenskin followers: they didn't care that he "talked funny," only that he showed them "where da fighting wuz!". I also really like the voice work for the Goblin agents- 'Stabbey!!!' When the next turn starts, attack Dok Karaz with your second Lord - his army and the Waaagh! You will be able to set the starting position of your troops on both sides of the enemy army.  The phrase "orcs & goblins" also refers collectively to all of the races that are described in this book, which includes other "greenskins" as well. At the beginning of the next turn construct Goblin Tinkeker Bench in Karak Azgal and Beast Lairz in Karak Eight Peaks. His personal bodyguard of Black Orcs are known as "Da Immortulz" and they are almost as dangerous as he is. The book includes background information, illustrations, and game rules for these races. Your Lord will now be level 10 - add a second point to Mob Boss. I know, I know. Focus your missile units' fire on the Gyrobombers and Gyrocopters and the enemies should soon be running away from the battlefield. You can do it whenever you want to - either by going to the quest marker or by opening mission window (by pressing 9) and teleporting to the location. Send the second Lord to attack Barag Dawazbag, which should be controlled by Dwarfs. The Waaagh! Afterwards, send your main Lord's Waaagh! All logos and images are copyrighted by their respective owners. was kept at bay outside the city walls. Open the recruitment menu and add 3 new units - 3x Orc Boyz. Before you end the turn start upgrading the main building in Iron Rock. Leave the second Lord garrisoned in Bitterstone Mine and end the turn. He takes more effort to get up and running compared to Grimgor but he can do more, especially once he gets Skullmuncha. Make good use of the Doom Diver Catapult and harass the enemies from afar until they reach your units. Here’s some more information on Azhag the Slaughterer to help you make a decision: Azhag is unusual amongst Orcs, and all the more terrifying because of it. Your archer units should make a short work off them. Your main Lord must head towards Galbaraz. Furthermore, upgrade the main building in Gor Gazan. Finally, send your main Lord to attack Iron Rock. You can teleport to the mission at any time. Subscribe. to catch up to him. When you end the turn, the enemy army standing nearby should attack you. This will finally give you a full province - assign Camp Ruckus commandment for it. Such an army will easily conquer most settlements. Your Waaagh! Before you end the turn construct Boar Sty in Karak Eight Peaks, upgrade Idolz in Kradtommen to Totem Pole and Heap of Shiny Stuff in Black Iron Mine to Da Hoard. After a short while 2 Gyrocopter and 2 Gyrobomber units will attack you from the north. Grimgor leaves the tunnels when he tires of killing Skaven, but invariably returns for another "rest" when the urge to explore and kill reasserts itself. This chapter is focused on the first turns after the start of the campaign. Gorbad's army conquered the territories of Solland and Wissenland, but Gorbad himself was wounded in the fighting. Grimgor Ironhide is much easier to use then Azhag due to just fire him into the enemy and forget. It assumes that you select Grimgor Ironhide as your starting Lord, but if you want to you can pick Azhag the Slaughterer instead. You should start the conquer by sending your second Lord to attack and capture Barak Varr. Your task is to get rid of the Dwarves and Bloody Spearz. You probably won't have much gold left - end the turn now. This is huge because these units are expensive to maintain but late game you really want nothing but these units. Your second Lord can now move - you should probably have quite a stable obedience level in your main province. Upgrade the main building in Dok Karaz and Spitepeak, and construct Goblin Watch Tower in Varenka Hills. The Waaagh! Recruit a new unit (Orc Boyz) for the main Lord (so that at the beginning of the next turn he will have 17/20 units) and two units for the second Lord. When Azhag put the crown on, Nagash's spirit began to dominate the Orc's crude, uncomplicated psyche, and from then on, Azhag's primal power was combined with Nagash's tactical genius and arcane fury. Your main Lord should be able to reach Black Iron Mine - attack it and capture the settlement. This site is not associated with and/or endorsed by the SEGA or Creative Assembly. Upgrade the Cave of Shinies in Black Crag to Shiny Pit. Afterwards, send your main Lord towards Dragonhorn Mines and your second Lord to attack Bitterstone Mine. Again Grimgor’s army could not be stopped, towns were destroyed and their inhabitants killed. AZHAG THE SLAUGHTERER Afterwards, send the second Lord towards the main one and transfer all the recruited units to him. Send your main Lord towards Kradtommen - the Waaagh! should conquer Gor Gazan, giving you control over the whole province - set Camp Ruckus here as the commandment. Afterwards, start constructing Cave of Shinies in Black Crag. Afterwards, send your Lord close to the army located to the south, but don't attack it.