The second faction is the Greenskin faction.
Greenskin are mostly cavedwellers, but occasionally they band together to form warbands that last only as long as their leader survives in combat. They used to pose no threat to any civilized faction, since you could disperse the warband by assassinating the leader. Their most recent leader is, of course, an immortal channeller, which complicates things.
The Greenskin have the following bonuses:
Strategic bonus: Never die, multiply - Greenskin pioneers cost 40% less production than normal. In addition, Greenskin start with an army size already increased to 9. Greenskin cities produce 1 less grain.
Tactical bonus: Greenskin - Greenskin consist of two archetypes - goblins and orcs. For each orc you have trained that remains active, you may train a goblin. Goblins cost no resources to train, cost no wages, and finish training quickly. They are exceptionally weak soldiers. Any time an orc performs an attack in tactical combat, all adjacent (friendly) goblin units have their next attack increased by 20%, and adjacent orc units gain 10% (does not stack). Any time a goblin performs an attack in tactical combat, there is a 25% chance that it will also attack itself due to Infighting. (edit: goblins do not gain level-ups, and they are worth practically no experience if you kill them)
In addition to Horses and Wargs, the Greenskin may ride Drakes. Drakes perform an additional attack when their riders attack in melee.
The following traits will be available for the Greenskin, and any custom faction designed with their racetype:
Outnumbered - As long as this unit outnumbers its enemy, this unit gains 3 accuracy and will ignore 10% of defenses. This applies to ALL enemies, including champions and monsters. In addition, if all attacks are Dodged, this unit may re-roll all its attacks ONCE if it outnumbers the target.
Spirit of the Greenskin - All units in the army gain +1 spell resistance
Discipline - When any unit has this trait, all goblins in the same army will have their Infighting damage to self reduced by 50%. This stacks twice. (mod note: greenskin sov has this trait as well)
Hot Blood - When this unit gains the attack bonus from an adjacent orc, that bonus is increased by 10%. This trait may be chosen both by goblins and orcs.
Swamp Fighter - When this unit is attacking an enemy unit which occupied a Swamp tile on the strategic map, this unit gains +10 accuracy.
Drake Bond - As long as this unit is riding a Drake mount, this unit will ignore 15% of enemy defense when attacking
For the greenskin, their basic militia is replaced by an extra-large goblin unit. This affects city level 1, level 2 and any city with a belltower. Other militia are "normal" orcs.
Balancing thoughts: This is the Strength in Numbers faction of your choice. Goblins and orcs reinforce each others' strengths. There is also the option of creating free goblin armies without any orcs, and sending them off to raid. When fighting against Greenskin, you must identify what units are key in tactical combat - what orcs are close to other greenskin and giving them bonuses? Who has the Discipline trait? Are the goblins stopping all your magic because they have the Spirit of the Greenskin trait?
Greenskin are at their best in the early and middle game due to rapid expansion and free troops. However, they are very weak to all area-of-effect magic. A greenskin faction is a threat to all others, and must be stopped in its track before it has a chance to grow momentum and become unstoppable.