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Made in gb
Snotty Snotling




Newcastle, UK

Hey all iv been toying around with O&G's for years now and iv branched into a pure goblin army as follows and hav had some great matches with them, it goes as below

Lord
Goblin Shamen, lvl 4, Dispel Scroll, Staff of Baduum - 255pts

Heroes
Goblin Shamen, lvl 2, Dispel Scroll, Nibblas 'Itty Ring - 135 pts
Goblin Shamen, lvl 2, Staff of Sneaky Stealin' 'or' Horn of Urgok - 140 'or' 130pts
Goblin Big Boss, Battle Standard, Red Raggedy banner or Spider banner - 110 pts

Core Units
35 Night Goblins, Bows, Full Command, Nets, 2 Fanatics - 210 pts
42 Night Goblins, Spears, Full Command, Nets, 2 Fanatics - 273 pts
35 Night Goblins, Spears, Full Command, Nets, 2 Fanatics - 245 pts
5 Spider Riders, Bows, Musician - 76 pts
5 Spider Riders, Bows, Musician - 76 pts

Special Units
10 Squig Hoppers - 150 pts
Rock Lobba - 70 pts
Rock Lobba - 70 pts
2 Spear Chukka's - 70 pts

Rare Units
2 River Trolls

10 PD, 6 DD, 2 Scrolls

Iv won a pretty number of battles, but lost many too ofc obviously since i play O&G a very fluffy army in general lol, im not saying anything about battle plans or deployment cos its different every battle i think on my toes cos you have to with bloody animosity on main units

just wondering how my fellow Goblin players out there are doing too

Love to hear some feed back from anyone who feels they can add something CONSTRUCTIVE to it, not just hate spam cos i cant stand that lol

Goblin fanatics...Your ass is the Grass and they are the Lawnmower!! Just see what happens lol  
   
Made in us
Longtime Dakkanaut




Great job on using regular Goblin characters, minor leadership boost is still efficient. However... I'm not sure taking the Lord-level Shaman is entirely worth-while. It gives you a good deal of power in the magic phase, but you're sacrificing your army being only Ld. 7 (and only if within 12" of the general!). Since I cannot decide on which is better / more important, I'll leave the rest of DakkaDakka to decide.

Your army is not going to be tooled for combat, either. Actually, you can forget winning any rounds of combat with anything that can consistently score "four minus the number of ranks in the enemy unit" per turn. A three rank unit will only need to cause two more wounds than you (which should be pretty easy) to make you break (because you will break, barring good rolling). You can only ever flank two units with your Spider Riders, after all, and they don't negate ranks so that doesn't help you any.

2 River Trolls are unlikely to win anything for you, on average they're getting 2 wounding hits on a unit WS3 T4 or better. In other words, Orcs, Warriors of Chaos, Dwarves, Ogres, Daemons, Clan Pestilens.

There should be some more shooting weapons, I believe. Replace the Trolls with a Doom Diver Machine, for instance. Maybe drop the Squig Hoppers for two more Bolt Throwers and another Doom Diver for a total of eight war machines.

Your army Has almost nothing going for it when combat's reached - the most killy unit being the BSB which is only slightly better than many army's unit champion in killing power.

While Fluffy, it doesn't look like it'd do much in the end barring some good rolling on your part.
   
Made in us
Stalwart Ultramarine Tactical Marine






Even out your Goblin units to have 35 in each.Drop the Trolls they are unreliable at the best of time.OF course if you like using keep doing it.If you drop the Trolls and even out the units you have more points to spend on another goblin unit.All in all i like the look of it.Goblins do not have any reason to be in CC with all the nasty units out there.Even when you outnumber amost 3 or 4 to 1 you still will most likely lose combat.

Spam, Spam, Spam, Spam. Last seen at most tournements. 
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

Minsc wrote:You can only ever flank two units with your Spider Riders, after all, and they don't negate ranks so that doesn't help you any.

Fast cavalry do negate enemy ranks as long as the unit strength of the Fast Cavalry is 5 or greater. While not the fastest units, Spider Riders tend to be some of the best fast cavalry in the game because they're cheap, the spiders have poisoned attacks, and the unit can ignore difficult terrain, very difficult terrain, and obstacles. I used to use 4 units of wolf riders before Spider Riders returned in the latest army book. Now I mostly use Spider Rider fast cavalry.

While I like Gorrfang's fast cav choices, I'm curious to know how his army fares versus close combat armies with lots of good troop units as well as the fear causing armies. Skaven, Orcs, Chaos marauder, saurus lizardman, and even some Empire armies are the types of armies I have in mind, but perhaps he has no trouble with them?

My assumption is that his list handles small elite armies fairly well, especially when he can overmatch them with magic (as long as he doesn't miscast). The three exceptions might be a fast moving Brettonian army, a mostly cavalry Khorne army, and a similiarly fast slaanesh demon army. Those armies are tough to destroy with shooting or magic before they start "mowing the lawn" of goblins.

I rely on two types of strategies to handle the fast movers but my methods require either a Giant to "catch" the enemy's hammer unit or lots of throwaway units to redirect the enemy into my "killbox". Gorrfang's list doesn't have either option so I wonder how he deals with an enemy with fast hammer units.

The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
 
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