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footpatrol2
Posts: 1124

Racial Groups

Post#1 » Fri Sep 25, 2026 5:20 am

If you don't know me I think this game was originally balanced with the idea of Racial groups/Racial warbands being a serious thing. I think we got a complete warhammer online game roughly, around patch 1.3.6 and then when patch 1.4.1 happened Mythic started to direct mirror classes mainly due to player complaints. I think the game was balanced directly against the pairings, like Chaos vs Empire, Greenskins vs Dwarves, & High elves vs Dark elves. I stumbled upon this perspective due to the Renown tactics from the old renown rank system. In the old renown rank system (which you can view in these spec's) you could buy renown tactics that provided extra morale gain for each same race member in your group along with other renown tactics' that provided benefits for say killing a specific race. This got me thinking WHY is this in the game which led me down a rabbit hole. In the builds I provide The morale gain tactics (red tactics) will be slotted to remind everyone that these tactic's did exist. Hopefully through showing a TON of different patch 1.3.6 group compositions Player's will start to see things from my perspective.

So this thread is just going to point out some Racial groups and why abilities/tactic's and morale's are structured the way they are from a patch 1.3.6 perspective. Some of these group comps are available still on RoR directly and can be played. Some cannot.

So lets start with Bad Gas group comp and Shatter limbs group comp. You'll notice all my spec builds are based on 15 point builds to include the m4. This is done on purpose to show why the M4 is so important to balance and WHY they are there. When running group comps what I like to do is just use key tactic slot combo's to get the effect I want and control the morale's then let the player's dictate the rest of their tactic line up.

I've actually ran this group comp on RoR in Black Toof Clan. It's fun.
Greenskins Bad Gas group comp. Classic 2/2/2 setup.
This group comp has a Lot of Control through constant snare's, a very annoying BAD Gas Effect for mass disruption, and a nasty morale bomb.

2 Squig herder's with Stabby build
https://web.archive.org/web/20090828142 ... :1879:1884
1 Da Boss Black Orc (you could go a 2nd da Boss BO's but likely isn't needed)
https://web.archive.org/web/20090822070 ... 18:::14160
1 Da Brawler Black Orc Optional
https://web.archive.org/web/20090822070 ... :1723:1727
2 Mork Shaman's
https://web.archive.org/web/20090826040 ... :1966:1970

OK lets look at what we got here...
You have a Defensive morale Cycle with quit yer squabling m1 BO for 100% upkeep. Duration 30 sec's + 30 sec's = 100% upkeep. This is a 10% parry/dodge for the group.
You have a Defensive morale cycle with Walk it off for 50% upkeep. Duration 15 sec's + 15 sec's = 50% upkeep Large morale Toughness buff for the group.
In later patches this duration got bumped to 30 sec's for 100% upkeep then RoR reduced this back down 15 sec's to 50% upkeep.

This group provides:
66% upkeep of Bad Gas. Increasing the cooldowns of enemy abilities by 5 sec's the duration is 10 sec's on a 30 sec cooldown so for 20 sec's you can keep bad gas on the enemy. Later this ability becomes more mirrored to Shatter limbs for 100% upkeep 10 sec duration 20 sec cooldown.
660 Armor buff from Wez bigger ability armor buff. (later patches you got Max ability 990 armor buff from Da Greenest bellow)
The option for group 120 Weaponskill tactic buff from 'No choppin me' Tactic from BO. This stacks with Stat steals due to the buff being recieved via a tactic.
Self Morale pump on squig herders via 'Strength in numbers tactic"
Self Morale pump on Black orks via 'you's see me block dat' tactic
Group morale pump from shaman's with 'get moving tactic' and 'ere we go again' tactic
2 100 ft range 30ft squig goo morale snare
2 2400 morale damage 30ft Wind up da Waaagh m4
2 30 ft Deafening silence m2 BO (later this becomes 1200 30ft damage with 7 sec silence)
Max 378 corporeal resist debuff from Waaaaaagh da boss BO (This assists in some Big Squig damaging abilities)
100% 30 ft snare/disorient coming from 'big Brawlin' tactic BO
1 Puddle of Muck 1800 morale damage dot with snare 40 ft pbaoe
1 Yer nothin 1800 morale damage dot 30ft with morale drain
Max Stat Steal of 120 from da Brawler BO.
2 Run Away abilities which can be used as a charge or more defensively to kite.
2 100ft Sticky feetz coming from the shamans.
2 get em's from BO's. Group ap Regen for 15 secs for total 30 secs on 60 sec cd for 50% upkeep. (I forgot this and edited it in)

Snares
So Big picture the group comp has 4 100ft area effect range snares (2 of which are morale) 1 Constant snare from Big Swinging tactic. That's 5 AE snare's.

Some things to note: The "Do somethin useful" ability heal coming from the Shaman heal Stacks with the Walk it off Defensive toughness morale" so the toughness buff your gettin is 120 + 120 for a total of 240. Not bad.

So if you can get this group on top caster's it will screw over caster's really bad with the Bad Gas effect and the Disorient from big swinging tactic.

This group comp Gets Morale Really really fast. Because Greenskins are good at building a WAAAGH really fast. The Shaman's are constantly using 'ere we go again' ability to group morale pump. The Squig herder's don't need to be in big squig they can be running around as small goblins building morale using Lots of arrows to dump off ere we go's for morale pumping. Only when you want or need to engage with the enemy the Squig herder's can flip into Big Squig.

The group comp needs to choose between Control or build to a morale bomb condition.
Here is the Control morale's.
BO's are cycleing Quit yer squablin for 100% upkeep or "Walk it off" Defensive morale cycle's.
Squig herder's are using Squig goo or Whatever morale to fit there needs at that moment.
Shaman's can use Gor sez stop or Whatever morale to fit there needs at that moment.

Morale bomb condition
Best Morale bomb condition 2 Wind up da Waaagh's + Puddle of Muck + Yer nothin = 2400 30ft + 2400 30ft + 1800 morale dot 40ft Snared + 1800 Morale dot 30ft morale drain = 8400 AE morale damage
Later when Deafening below moved to m3 with 1200 30ft morale damage morale bomb came too (2400 +2400 +1200+1200)= 7200 30 ft morale damage.

I'll write up the Shatter limbs group comp next. It's very similar but different.
Last edited by footpatrol2 on Fri Sep 25, 2026 2:34 pm, edited 1 time in total.

borc1
Posts: 52

Re: Racial Groups

Post#2 » Fri Sep 25, 2026 10:31 am

whats the point of this write up? not fun. not needed. prob not even possible

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Sinisterror
Posts: 1381

Re: Racial Groups

Post#3 » Fri Sep 25, 2026 11:53 am

borc1 wrote: Fri Sep 25, 2026 10:31 am whats the point of this write up? not fun. not needed. prob not even possible
Hahaha - I quess this is to be expected from current RoR players. Insane lvls of handholding if you cannot think why someone would post this very good grp play aspect of Old War that have been erased from current WaR so people think " Join a Party " is all that you need to do to. " Not fun " wtf : D And yes its very possible.

Great Write up and continue doing them. 1.3.4 or 1.3.5 was also a great time for Warhammer Online - Zealot still had Harbinger mechanic and not mirrrored with RP.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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footpatrol2
Posts: 1124

Re: Racial Groups

Post#4 » Fri Sep 25, 2026 2:07 pm

This group comp is possible right now on RoR and I ran this group comp here. Did some morale bombs in a SC and keeps prior to the RoR morale bomb nerf.

There are some aspects of the comp that have been slightly diminished by RoR but the core concepts are still there.

Changes RoR did to this grp

Big brawlin tactic only 50% upkeep now so a da boss BO can only upkeep the snare around him by 50% now.

The morale gain rate is slower on RoR then live so... That's always a challenge when some of the groups strategy is based on morales. This is somewhat mitigated when this grp comp can build morales so fast.

This group comp is 100% doable on RoR right now. It is fairly intact. This is a RvR group and not really a 6 man group. But this is also a RvR game and not a purely 6 man game so...

I'd carry two sets of gear on SH and BO's. A tanky set and a str/ws set for better ap damage. If the orvr is very heavy put on the tanky set. If the orvr is a little lighter put on the dps set for better ap damage.

The bad gas effect will always be useful in a warband setting. In addition this grp has a nasty morale bomb which is desirable in orvr. Also the yer nothin m4 has great counter play into order due to it's area effect morale drain which is significant.

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