Warhammer: Battle March achievements

Warhammer: Battle March

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There are a maximum of 42 Warhammer: Battle March achievements worth 3,492 (1,000)

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Achievement Details

Greenskin Boss in Warhammer: Battle March

Greenskin Boss27 (10)

Successfully complete the first chapter of the Orc campaign

  • Unlocked by 847 tracked gamers (13% - TA Ratio = 2.72) 6,292  

Achievement Guide for Greenskin Boss

Shadow 00 Fox
470,696 (200,188)
Shadow 00 Fox
Achievement won on 01 Feb 14
TA Score for this game: 3,492
Posted on 18 February 14 at 07:33, Edited on 10 June 14 at 05:21
This solution has 2 positive votes and 0 negative votes. Please log in to vote.
This is written for a Hard playthrough of the first chapter of the Orc campaign.

As of the time of writing this, there is a series of great youtube videos for each mission--you can easily find those searching on youtube and they can be a great reference

Tips on all categories of the game follow the campaign mission walkthroughs at the end of the solution: (Ctrl+F to find the category you're interested in)
Control Tips:
General Unit Tips:
Upgrading Unit Tips:
Picked up and Bought Item Tips:
Hero Unit Tips:
Orc Unit Tips:
Dark Elf Unit Tips:

Campaign Missions:
You can Ctrl+F to easily find a specific mission, I've listed them all here.
Chapter 1: Green Tide Rising
Mission 1: Breakthrough
Mission 2: Iron Skinz
Mission 3: Anvil and Hammer
Mission 4: Clear the Path
Mission 5: Reinforcements, optional
Mission 6: The Siege of Castle Lietzig

For all missions, if you lose a regiment, I recommend restarting, and learning from your mistakes. It's definitely worth restarting in order to save money, unless it's a regiment you didn't want or need anyway. Also, figure on approximately 30 minutes per mission, you can make it go a lot faster as you get better, but that's a good amount of time to play it safe and strategical, without losing any regiments, and sometimes without losing any models either!
And remember, have FUN with it!! This is a great strategy game, I've outlined how I did it, take my ideas, and do it the way you like the most!

Chapter 1: Green Tide Rising

Mission 1: Breakthrough
You start with Arrow Boyz and Orc Boyz, and the two heroes Gorbash and Wazog.
Things to remember for this mission: continue through the mission attacking enemies with all units, when you start getting attacked by enemy ranged units on a cliff, run past, you can come back on top of the cliff and take them out with all your units. Be CAREFUL heading into the structure on top of the hill! Either send Gorbash or your Boar Boys after the two dwarf artillery pieces in both opposite corners of the square structure you enter(or they will cause massive damage when you stick your head inside), then mass your units for a wholesale wipeout of the units in that structure. Consider using a heal if necessary. Carefully mass your units for maximum impact, and go down the right side stairs in the structure. Use your units effectively, and collect the items after breaking the targets down there.
Back up top the big structure, head down the other side, and don't forget to go south.
your biggest challenge of the mission lies ahead on the next structure. You'll want to use your Boar Boyz ability on the Dwarf hero, otherwise he can decimate your heroes. Try to draw him forwards, using archers and Boar Boyz to weaken him, then whichever hero has more health, have that hero go close range while attacking him with everything you have. Use your Boar Boyz to run over the other units to keep them busy while you take out the dwarf hero. Once the hero is down(and maybe his units), mission ends, so pick up stuff as fast as you can.
Congratulations!!! You just completed the hardest level. Replay if necessary if you lost any units, or think you can do better. This level is VERY important to do as well as you can.

Mission 2: Ironskinz
For this mission, it's rather fun as you will have allies... AFTER you kill their leader. lol. Makes sense, right?
Try to avoid killing any of those enemy orcs if you think Gorbash is strong enough on his own, and just run him straight through to attack the enemy warboss who is on the left side of the Orc camp. A duel should start, and when you win you get some bonus units and the orcs turn into your uncontrolled allies. You may need to keep the Orcs attacking you distracted so they don't beat up Gorbash to badly on his way to the hero though.
As soon as you get your allies, your allies will be attacked by Empire units. Don't worry about saving your allies, as far as I can tell you don't get any more bonus units if you save them or not. I remember always getting the same bonus each time. However, DO level up your units! Use your allies as a buffer if you can, and above all else, take out the two empire artillery ASAP with either Gorbash or Boar Boyz. There's one straight ahead on a cliff, and one up to the right on a much closer cliff. (In a very stupid place for artillery....so close to the enemy with a path straight there! Beware of the handcannonneers, try to take them out fast, with lightning Boar Boyz strikes, and mass attacks. There will be repeated Empire reinforcements from the top right side of the map. Annihilate them all, heal units as necessary at the health fountain... and you will eventually have to deal with a hero. take him out, and finish the level! Make sure you grab the pickups lying around before you kill the hero and all the units as the mission ends suddenly after killing the hero.

Mission 3: Anvil and Hammer
This mission is refreshingly easy after the last couple! Also, you get a bonus hero and units during this mission, the Night Goblin Shaman and some goblin units...
Things to do; rush forwards as soon as you can, and help in the battles, to get some easy XP. No real challenges if you use your units and heroes well, until after you gain the bonus units and start crossing the first ford. You'll run into some Chaos forces, that should go down quickly to all your units, especially ranged. BEWARE, there are multiple Empire Knights units ahead!! They will decimate you if you can't break their charge. Use Gorbash, Boar Boyz, or Squigs to break their charge, and then move everyone in for the kill. After multiple units of knights, you'll come across a hero and his army just a bit further along. You can try to separate them a little bit, but it will be hard, just make sure to get rid of the cannonneers as soon as you can, and keep an eye on your heroes and units health. Mission ends after killing the hero and/or his units, so pick up sticks!

Mission 4: Clear the Path
You switch factions here to the Dark Elf Assassin Kaeleth. You can also do almost this entire mission using range spells! Also, as a rule, enemy units will not see you even if you are ridiculously close, as long as you aren't near one of the streetlamps.
You have only 4 units, Kaeleth being the important one as the other assassin units disappear after this mission. Also, if you don't go through a gate your allies won't move forwards, so don't go through each 'gatehouse' until you're absolutely ready and have done everything you want in each area, that way your allies will be attacked a minimum. Make sure to cross over the first gate FAST and take out the artillery. After that, take some time, let your skills recharge, and poison all the units walking around. If you ever get charged, you can chicken and cross right back over the gate you last crossed, you won't be followed, and can recharge and sneak attack from behind as soon as the enemy walks away in puzzlement. in the first area, don't forget to poison the well with the special items that Kaeleth is carrying, kill all units, and you can help with the battle from the lookout point where the cannonneers were.. before you wiped them out. Move on to the next side opening the next gate. This is the one where you will be the longest, there are lots of units to take out, and you need to take your time or you'll start losing your units. You can survive, but it's most economical to keep all your units alive as you can do everything faster. Make sure to attack the enemy wizard with Kaeleth right away. You just might laugh at what happens....!! After that, take your time, run away when necessary, and otherwise just annihilate everything on that right side. Pick up items, poison wells, advance up the side, take out the artillery, be a nuisance. Cross sides to the left again, use all your tricks as before, but don't forget to go up the hill and pick up the items! Join in the battle down below after clearing the area, mop up before crossing to the next area to the right. This final area is where you use the special key you got earlier if you picked up all the items--select it from Kaeleth's inventory and use it on the wall that is directly across from where you get out of the gatehouse. Then join in the battle... and the mission ends shortly after some Empire reinforcements arrive through all the gates you just opened! (LOL) Join in the fracas if you want...

Mission 5: Reinforcements, Optional!!
For this mission, you can gain levels for your units,... and, you also, could completely fail after 25 minutes. I don't recommend doing this one on a Hard playthrough, as you don't need to worry about leveling up Gorbash because of something later.
Basically, if you want to succeed at this mission, here's my strategy for my hard playthrough. Capture all towers immediately. There will be some enemies coming from the left side very soon, so get Gorbash over there with some backup as soon as you can. Take two archer units and your Night shaman and place them next to the towers to the NNE(the little hill with cliffs up from where you start), another archer unit which you just bought probably, place it next to the tower on the top left, another ranged unit(goblins for me) and place it above the tower that is on the middle left side hill. No units at the lowest left side tower, and the lowest right side tower. When you get reinforcement archers, I recommend putting them either where the goblins are/were, or putting them at the tower that is top left, watching the path coming from the North. Basically, you're going to run around with Gorbash and Boar Boyz and Squigs, trying to break charges, get the enemy stuck where your archers can attack them, use spells and special abilities of units, and take out everything! It's quite possible, but there are a few tough parts. You can also level up Gorbash a LOT during this mission. Beware the Spawn of Chaos, they are very tough, and will take out your melee units fast, so use ranged as much as possible against them. Other units to beware of are the enemy horse units, Warhounds of Chaos, and the axe throwers(for axe throwers try to get the boar boyz to run them over a few times if you can). Survive for the time limit, and the mission ends suddenly, depending on whether you killed the last Chaos spawn or not. Don't forget to pick up items before it ends!

Mission 6: The Siege of Castle Leitzig, final mission for Chapter 1!
A quick note, you will get a bonus rock thrower.. so don't buy more than one before this battle, I know I just didn't have enough money. :-(
This mission can be done two ways. Either, break through the walls, start the 4 minute countdown for the arrival of the Elves, and wait outside the walls to take them out piecemeal, or break down the walls, fight inside, and fortify against the Elves. Going inside the castle will be faster, and probably smarter, especially if you have two rock lobbers! My last time I waited outside and lost a unit of Boar Boyz.. I was somewhat stupid though, left them where the Elf archers got them.
Alright, so, go inside! Break the wall down, but before you do, I recommend choosing a wall on the left side, because the Elves come from the right, and you might as well have archers on the walls shooting at them the whole way. As soon as you make a hole in the wall, a 4 minute timer starts, so have your units ready to rush through the hole as soon as it's there. There is an enemy hero, be careful, try to engage him with your heroes. Engage in melee, use spells, use unit abilities, and kill them all as fast as you can, but DO NOT capture the siege flag! Also, send your rock lobbers up to the glowing circle on the hill, so they can start attacking the Elf reinforcements(put them on auto-attack!). Send a hero up the hill to gather a few pickups, both up behind the castle, and near the rock lobbers. Get ready for a fairly easy defense! Archers on the ways, be warned, elf archers WILL shoot at you so try to get them with your rock lobbers when they aren't walking.. melee units near the hole in the wall... engage enemy heroes, and use everything to your advantage! Only after you take out the elves and pick up items should you capture the siege flag as that will end the mission. Not capturing it gives you time to sort out your items, heal units if you want to, etc.
That's it for Chapter 1!!

Tips for the Orc campaign by category.

Control tips:
Use the advanced controls!
These are the controls I used the most and found most helpful.
Always group your units up into the 4 available groups(numbers 1,2,3, and 4), I usually went with a group for melee, mounted, ranged, and seige, or a hero group if I had the option. To group units, hold the R trigger, press A on any units you want to group, then press the LB button while they are selected. Release, and you can now cycle through your groups by pressing the RB button.
Learn the buttons and what they do; especially important are the LB and RB buttons, the L and R triggers, and the combinations of those.
If you hold the R trigger and then press down on the D-pad, you can view all current units in the mission! Pressing A while selecting one will target that unit.
To select all units in the mission, hold R, and click the left stick.
To select only units on screen, hold R, and click the right stick.
To access the unit movement commands, select unit(s), then hold the left D-pad.
To attack-move with a selection, hold down both L and R, and press A where you want to attack-move to.
To make selected units auto-attack/defensive, Hold left D-pad and press A.
To make selected units run/walk, hold left D-pad and press Y.
To make selected units stop moving, left D-pad and press B.
To make selected units retreat, left D-pad and X.
For selected unit formations, hold the right D-pad.
To enter a duel during a mission, press the Y button when the Heroes are pulsing orange.
To group/ungroup units with a hero, select them, and then hold right D-pad and press B.
To view and modify hero skills, inventory, and to view units skills/levels/stats, press the BACK button while they are selected.

General unit tips:
You can switch armies if you have two at any time on the campaign map screen by pressing Y. This is useful for healing, etc.
At certain points you will have an option to buy additional Heroes from the Barracks. Wait to buy the heroes until the last possible point you can, basically, do the battles afterwards until your next stop will be a camp. THEN before going to the camp, buy the heroes. This means you will get them leveled up for free according to your current heroes levels. Also, DON'T sell heroes if you actually want them. You can't rebuy them unless you reload your save!
Don't forget to heal your units! It's obvious, but you always want to have full regiments if possible. And DON'T waste a heal on your heroes unless they are still involved in combat as they heal automatically after each mission!
Don't bother with anything other than long ranged, powerful artillery like cannons, bolt throwers, rock lobbers, warp cannons, etc. Unless you want to experiment and have some fun trying other things out.
NEVER RUN ANY MOUNTED UNITS into spearmen, halberdiers, or squigs, unless the target unit is already engaged. And, get away fast.
Charging from the rear or when the enemy unit is fleeing is most effective!
Use unit special abilities as often as possible, they are very very useful most of the time!
Never EVER let your ranged units be engaged in melee or even worse, charged!! Break charges at all costs against your melee and ranged units.
There is a very useful trick you can use every mission. Units that have models with multiple hit points will heal up those missing hit points after the missions ends. So, whenever possible, avoid healing up units for those extra missing hit points during the missions, instead get them healed for free after the missions!
A great example are the trolls, especially because they self-heal. An example with the trolls. You start the mission with them at level 1. You get the troll into several battles, and then you suddenly notice the troll's health bar jump down. That means it's level 2, and can how have 2 trolls in the unit. What you can now do is drop a 25HP heal from one of your heroes, get all other units away from it, step your troll into the heal zone, and another troll will materialize out of nothing! Now, get away from the heal zone and let the trolls heal up themselves. Repeat this again, and you just got 2 full health trolls at the cost of only 2 HP from the 25HP item you used, meaning you can now heal 23 other models for free instead of paying for them after the mission.
Do this same trick with ranged multiple HP units, also all flying and mounted units, if you have time at the end of a level, are well worth this. For example, Chaos knights, cost 200 each. If you had a level 3 chaos knight unit, with only one horse left, that would be 19 heals. Pull away the moment the unit fills up it's 20 models before it starts healing the extra HP for each model. Now, you can heal 6 other models, and you also saved a lot of coin! If you healed those horses at a camp after the mission, it would cost 3,800 coin. By doing it during the mission, since each 25HP regeneration is either 2000 coin or a free item in a mission, you're healing your horsemen at 80 coin each, saving 120 coin per horse! Use this trick, it's WELL worth it.

Upgrading unit tips:
For upgrading units, I recommend always upgrading damage for ranged first, and armour for melee first. For mounted take your pick, and always upgrade Large and Huge units to the max immediately. For flying units, they MUST have armour as soon as possible.
Don't both with the two things you can buy in the temples that will 'bless' etc your units.
Don't bother buying the standard bearer and morale upgrades unless you have extra coin. You're not planning on losing any units anyway, and don't need to if you play it right. :-)
DO buy the champion upgrades if you have the coin!
For artillery units, always buy the damage upgrades, and your choice on the armour upgrades. Again, optional, since if you lose some artillery, you're pretty much restarting the mission

Picked up and bought item tips:
There are very many different items you can find, buy, and use. For my playthroughs, I tried to sell anything that I wouldn't use, anything I had replaced with something better unless I needed it for a different hero, and I would always sell all power pool items. I never used those in my playthrough, and when turned into coin help a great deal with healing and buying other necessary items.
In general, enemy heroes will always drop one or two items, sometimes three rarely. Grab these as they are most often the mission end, and you have about 5-10 seconds before the mission actually ends.
The only way to trade items between heroes is during missions unless you want to take a significant loss by selling them to the store and buying them back at a 100% loss! So choose carefully which hero has what, and drop and pickup items with the correct hero during the missions to get things straight. Try to get at least one hero fully outfitted with all the good stuff if you can, so that he can rule the battlefield almost solo. Then, the rest of the army supports.
Things to buy include, the 25HP healing items(extremely useful!), all wearable hero accessories that are better than what you have currently, and magic items that are active by simply being in your hero's 'backpack'.
I never bought power pool items... until the last missions when suddenly you have a TON of coin after struggling through the entire campaign.
Always pick up items during missions!! And look for them too. Sometimes, you can find them in houses after you break the house down.
Match your heroes items to your various heroes.. ranged heroes won't need the same things melee heroes will!
And, have fun with items! For me this was one of the best parts...

Hero unit tips:
Always get your heroes mounted if you can, they get a large stat boost!
Your heroes are your best units by far. A single hero with the right skills can take out many enemy regiments by themselves. Be careful what skills you want, and above all, plan out the skills you want ahead of time!
If you have a mage/shaman, you will most likely want to focus on ranged spells, skills that boost spells, and most likely some skills/spells that help an attached unit.
Skills are broken down into three general categories; Combat, Duel, and Command. The Duel skills are the only skills that are unique, as the Combat and Command skills somewhat mix in actual missions.
Very rarely should you put any points into Dueling I never did except for Lilaeth, the Dark Elf leader, for a specific reason. Otherwise, it's mostly wasted points unless you want to try to always duel enemy heroes to death. That's not how I did it, but feel free to try it yourself!
You can upgrade either skills, or actual spells. Each hero, when they reach level 25, now have access to 4 spells during combat, two from the combat category, and two from the Command category. Level 25 unlocks the top level spells. Also, it's important to notice, for the spells you can use, you don't need any points in the spell to actually have them be effective. You can simply make them even more powerful by upgrading them.
For most skills and spells, you have to put skill points into potentially unwanted categories to unlock the ones you want. Choose very carefully, and then stick to your plan. You have a max of 40 skills points to spend if you reach level 40, so you can max out one branch, and that's about it.
Most useful spells are spells that regenerate health/heal units/heal hero health when activated.
The next most useful spells are ones that freeze enemy units. There are a few heroes that have this ability.

Other good spells involve area damage, slowing enemies, making the heroes attack stronger, and boosting friendly unit stats.
Skills such as cooldown time reductions, Magic resistance, etc, I never used unless I had to to get to another skill.
As to how you use your hero in combat, it's really quite simple; match the skills to your combat tactics!
If your hero is mostly melee, try to attach them to a melee unit so the hero can provide combat boosts. If you have a ranged/magic attack hero, attach them to a ranged unit if possible.
And, later in the campaigns when your heroes have leveled up to 25+, you can make a hero only group that can decimate enemy regiments by themselves.
An example was my Grey Seer, the Rats Hero, and the Night Goblin Great Shaman; I would use the Night Goblin's freeze spell, which being upgraded, and with various stat boosts, would freeze enemy units for 25-30 seconds! Then, Rat Hero would swoop in, call in a meteor shower, and drop a warp bomb, and all three would go to work beating the enemy regiment to pieces, while it's still frozen. Very entertaining!

Orc unit tips: (From my experience)
Goblin Night Shaman has an excellent ranged spell.
Gorbash has several great spells he can use.
Wazog... I was disappointed with his spells. Maybe you won't be!
Squigs, Boar Boyz, Trolls, and Heroes are good at breaking charges.
Some people say there are no best units for each faction, but they are only partially correct. While you need to use a mix of units, there are some units to avoid!
Hands down the BEST Orc unit is the Troll. Self-healing as long as the model is still present, a Huge model, excellent all round.
Second best Orc melee units are the Black Orcs(2 HP per model). These have double the armor of regular orcs, but also cost more to replace! (75 coin each)
Close second are the regular Orc Boyz(2 HP per model).
Best and only Orc mounted units are the Boar Boyz(3 HP per model). They have an excellent special ability, spear throwing.
Best ranged units would be the Arrow Boyz(2 HP per model).
My final army before the last battle of the Orc campaign consisted of 2 units of Trolls, 2 Boar Boyz, 1 Black Orc, 3 Orc Boyz, 4 Arrow Boyz, and two units I hardly used, 1 of Squigs, and 1 of Night Goblin Spear Throwers. I sold the rest for extra coin. Also, 2 Rock Lobbers, and 3 Heroes.

Dark Elf Unit Tips:
Kaeleth has some great ranged spells for early on in the campaign, especially solo work.
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