Warhammer Armies Project: Orcs and Goblins 8th Ed out now!Wyverns and Maw-krushas are too different to be lumped into a single thing Maw-krushas are as different from Wyverns as regular dragons are. One is like a giant, flying snake; the other is a giant, flying, scaly rhino. In fact, both of them still exist separately in AoS to this day. Still, I'll see if I can work them in with some unique rules. They're basically giant dragon-like beasts, and can fit seamlessly within oldhammer as well.
Warhammer Armies – Orcs & Goblins (8th Edition)
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The book includes background information, illustrations, and game rules for these races. 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.
The great Green Tide is the army for any player wishing to field an army with an insane number of models and perhaps the widest variety of options per force org slot in the game. Orcs are right killy and excel in their specialized role of cc, but tend to suffer from their terrible leadership and initiative stats. All in all, this army is often for those who wish to have lots of fun without being particularly competitive. However, like most armies, they have a couple of army builds that are very competitive and can do well in most situations given a competent general. Plus, you can fling hang gliding goblins at people. Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named as wholes from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead.