Mean and green, it is time for the Orcs & Goblins!
In the original release of DerpHammer, I had them as two separate factions because I thought they had too many units when combined. I decided to scratch that and bring them back together though. That said, they do have more units then the Empire and the Dwarfs. But you might notice that squigs, night goblins and spider riders are missing. This is to avoid unit bloat and as such they are planned to become their own faction at some point in the future, based on the Gloomspite Gitz in Age of Sigmar.
Getting back to the Orcs & Goblins, they stay close to their Warhammer counterpart. The one change is that wyverns are replaced by monstrous birds known as snallygasters, an idea partially based on the Kruleboys riding giant vultures. There are also some additional units in the form of a siege ram, a siege tower based on a White Dwarf conversion and a fantasy version of the Squiggoth from 40k. A notable difference from other factions is that they lack a dedicated worker unit, instead the goblins serve as both workers and soldiers.
(Note that the 3 different Pump Wagons in the bottom right are all the same unit,
the difference is merely visual to represent the different designs it has had over the years)
The Greenskin Navy is pretty close to their Warhammer counterpart, featuring simple rafts and ramshackle warships. The Drill Ship is notable as it is probably the only melee ship in the game.
Once again, some of the heroes may still need a bit of a redesign. In addition to various Warhammer classics, there is also the Goblin Paladin from Goblin Slayer, which I had already added as a goblin hero way back in the first release. The Rogue Idol also counts as a hero rather then a regular unit.
I had thought updating the Orcs & Goblins would take longer (though addmitedly I still need to properly implement some of these units). Next up will be the Vampire Counts, which will be the first faction that wasn't present in the first release.
See you then!