Alright, hear me out... the ice and bears-
just kidding.
This DLC added a whole bunch of great things. But there's one thing in particular from this DLC that I want to talk about.
What I really want to talk about is Waaagh! units. Despite the Greenskins having one of the latest reworks, their Waaagh! units are showing their age. And they will most definitely age even worse once Immortal Empires is released, and we'll have even more climates then what we have now. Here's what we have now-

Chaotic Wasteland

Desert

Frozen

Jungle

Magical Forest

Mountain

Ocean

Savannah

Temperate Island

Temperate

Wasteland
I expect to see at least 3 more climates in game 3. If not perhaps more.
Here's what we have for unique Waaagh! units currently-
Armoured Squig Hoppers (my favorite)
Lava Spider Rider Archers
Lava Arachanrok Spider
Feral Wyvern
Soopa Squig
Feral Hydra
See the problem? We have 6 Waaagh! units (2 of which are obtained near the same locations). We have 11 unique climates in our current Mortal Empires. I don't know about y'all, but the only unique Waaagh! unit I look forward to getting in my campaigns are the armoured Squig Hoppers. And to see so many unique locations not be used in the Waaagh! unit system kind of sucks.
So I took the liberty to putting together a few Greenskin units that I either came across through the lore, or made up in my own head (kind of like how CA did with their cough* lava cough* spiders).
1: Hagranyms
"The Hagranyms are not just simple animals; many are more intelligent than the Orcs riding them. This is one reason why all attempts by Bretonnians to tame them have failed; the Hagranyms refuse to cooperate and are clever enough to cause all kinds of problems. The other reason is that all Hagranyms are bloodthirsty killers, delighting in slaughter for its own sake as well as for food.
They have chosen to ally with the Orcs because it increases their chances for slaughtering something other than Orcs. Most Orcs think that they have tamed the Hagranym by their superior strength. Only a few of the most intelligent trainers have found that the creatures choose to cooperate. The Orcs know that the Hagranym are individually stronger, and it is only their belief in their intellectual superiority that sustains the relationship. If the Orcs find out that they are being manipulated, it will be war."Location to obtain-

(Not so sure about this one, but Lava Spiders was already stretching it) 2: Iron Orc
"In recent years, Carcassonnian knights have begun talking of the Iron Orcs of the mountains, obvious servants of Chaos who reinforce the normal Orc hordes and who are stronger even than the Black Orcs. So far, only natives of Carcassonne claim to have seen them. Even Tileans, with territory in the same mountains, have seen nothing. Many people think they are just a story to back up Carcassonnian demands for reduced taxes.
Iron Orcs are real enough, though it is unclear why only Carcassonnian natives have so far encountered them. At first sight they look like Black Orcs in plate armour but without a helmet, but closer encounters reveal the armour is set into their skin. They are faster, stronger, and better armoured than Black Orcs, but Iron Orcs are less intelligent and more savage. They normally serve under Black Orc leaders, and some accounts suggest that their numbers are increasing. This worries Duke Huebald a great deal."
Location to obtain-

(Had to censor it)
3: Giant Scorpion
"Giant Scorpions are huge, ferocious creatures that breed in the dank underground passageways deep below the earth. The combined force of their two pincers allows them to fight with great strength. Due to their horrific nature, Giant Scorpions can strike fear into their prey.
Much like the Giant Spiders fielded by the Forest Goblins, Giant Scorpions are occasionally seen within Greenskin armies. Giant Scorpions were also tamed and used as beasts of war by the Skaven of Clan Verms."
Location to obtain- Multiple locations
4: Hill Goblin

"South of the Empire, across the shores of Tilea and the Border Princes, lies a barren plain of hills and grasslands at the very edge of the Badlands. It is in this deserted region where the largest Goblins can be found. Generally reckoned as Hill Goblins, but also known as Great Goblins, these Goblinoids are larger than their ordinary kin, more aggressive and can even be as strong as a common Orc. The skin tone of a Hill Goblin is much darker than that of a common Goblin, with some shades even resembling that of a Black Orc's hide.
Being much more brutal and ambitious than their lesser cousins, these Great Goblins enjoy fighting almost as much as Orcs do and will occasionally sell their services as mercenaries to armies that will put up with them. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more than bullying around their smaller Goblin cousins, although if in the presence of other powerful Greenskins, such as Orcs and Hobgoblins, they will show less animosity. Even Hill Goblins will usually avoid getting into a brawl with an Orc..."
Location to obtain- Northern Badlands
5: Armoured Orcs (inspiration from Ruglud's regiment)
"Bloodied armour and weapons were scattered across the stone floor. At Ruglud's feet lay a Dwarf crossbow, which he absently picked up in one huge hand. His gaze lingered on the weapon as a sizable lump of masonry suddenly fell on his thick head, and a moment of inspiration washed over him. The unexpected thought filled his cunning, Orcish mind: "If ya can't beat em, join 'em!.
He began to strip the armour of the Dwarfs' bodies, haphazardly strapping the plates to his over-sized frame. Climbing unsteadily out of the hole, he stood before his Orc followers who fell back before him. With a strange, determined look in his eyes, he growled at the Orcs: "We'll show 'em how it's done." And so the mercenary band known as Ruglud's Armoured Orcs was formed, the only known band of Orcs to implement the combination of armour and crossbow. They are still disliked and distrusted by other Orc tribes, but their fighting ability is grudgingly accepted. Wherever the band travels, it fights for gold and for food, and for the chance to strip the enemy of anything worth taking."Location to obtain- Anywhere where Dwarf Holds are present
6: Ironback Boar (no picture)
"A bizzare mechanical contraption created by Chaos Dwarf engineers, an Ironback Boar weighs even more than its living cousins and is just as evil-tempered. Orcs can utilise it as a mount." Source- Warhammer Armies: Orcs & Goblins (7th Edition)
Location to obtain- Darklands
7: Lead Belcher and Skull Crusher


Location to obtain- Dwarf territories
Just to clarify. I know none of these are great/perfect suggestions. But there's so few Waaagh! units, that I thought it would be fun to think of a few that can be added. Hopefully they'll get more once we have even more climates and unique geography in Immortal Empires. Share what y'all think would make for great Waaagh! units.
"It is the mark of an educated mind to be able to entertain a thought without accepting it."
Cathay > Chaos Dwarfs = Pain
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1 · Disagree 1Agree- Report
0 · Disagree AgreeThe only reason why Cathay and the Darklands would new climates would be if there are races that can inhabit a similar climate in the Old World but should not be able to inhabit them in the Darklands or vice versa. I see no reason why this would be the case.
CA might add new climates, but it is too soon to take it for granted that they will.
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0 · Disagree AgreeBohemond for game 3 please!
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