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![[Post New]](/s/i/i.gif) 2011/01/08 05:38:21
Subject: Pure normal goblins 1k force
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Regular Dakkanaut
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I looking to make a pure Goblins force as we don't need no stinkin Orcs. I already have a ton of Orcs and Night Goblins, but an army of regular goblins seems to fun to pass up. Trying to come up with a 1k list and build up from there. Any advice on improving the list below would be appreciated.
Heroes
Goblin Shaman
Level 2
Goblin Big Boss
BSB
Razor Standard
Goblin Big Boss
Light Armour
Enchanted Shield
Sneaky Skewerer
Core
Goblins (49)
Shields
Full Command
(Goblin Big Boss)
Goblins (48)
Shields
Full Command
(Shaman and BSB)
Special
Goblin Spear Chukka (2)
Goblin Rock Lobber (Could be replaced with 2 more spear chukkas)
Rare
River Trolls (3)
Total: 997
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5k and growing
4k |
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![[Post New]](/s/i/i.gif) 2011/01/08 06:48:52
Subject: Pure normal goblins 1k force
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Lord of the Fleet
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Well I know its for fluff but vanilla goblin units are just too much at a disadvantage to nights but you're probably dead set on them. Maybe drop the big boss to up the shaman to a great shaman. I dont think river troll upgrade is all that useful, could use those points to get some chariots or something
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This message was edited 1 time. Last update was at 2011/01/08 06:49:17
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![[Post New]](/s/i/i.gif) 2011/01/08 10:57:56
Subject: Re:Pure normal goblins 1k force
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Mad Gyrocopter Pilot
Scotland
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Drop the troll upgrade. Give your BSB some armour and a shield to up his save. Enemies that know how to beat goblins will be beelining towards this guy to kill him. As re-rolling leadership tests will make you far less likely to run away when a panic starts ( and it will ). Agreed that to help your troops out you might need a lvl 4 to limit damage from magic and get some more beneficial spells out for yourself.
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![[Post New]](/s/i/i.gif) 2011/01/08 14:14:32
Subject: Re:Pure normal goblins 1k force
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Regular Dakkanaut
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O there will be panic, I fail LD 10 rolls regularly in 40k.
Thanks, I don't know why for the life of me I skipped giving my BSB armour and a shield. I decided to drop the trolls all together in favor of another rock lobba. I think I will fail too many stupidity tests to make the trolls useful. Upgraded the lvl 2 shaman to a lvl 4. I have 14 points left over that I am not quite sure what to do with. I would like to give the shaman something else but I'm not sure what. I could remove a rank from each goblin unit. In doing so would free up 68 points. This could get me a chariot and/or some gear for the shaman.
I know that Night Goblins are superior to vanillas, but I wanted to make a fluffy army for a summer campaign coming up and Grom will be leading the way. When said and done there will be around 250+ goblins on the field.
Lords
Goblin Great Shaman
Level 4
Heroes
Goblin Big Boss
BSB
Razor Standard
Light Armour
Shield
Goblin Big Boss
Light Armour
Enchanted Shield
Sneaky Skewerer
Core
Goblins (49)
Shields
Full Command
Goblins (48)
Shields
Full Command
Special
Goblin Spear Chukka (2)
Goblin Rock Lobba
Goblin Rock Lobba
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5k and growing
4k |
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![[Post New]](/s/i/i.gif) 2011/01/08 14:54:19
Subject: Pure normal goblins 1k force
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Lord of the Fleet
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Hmm now that I think about it you could swap the sneaky skewer for a GW on that big boss. Better chance of wounding and makes him slightly cheaper. You may lose out on armor but they're goblins so they dont really have much resistance to high S attacks anyways
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![[Post New]](/s/i/i.gif) 2011/01/08 18:12:47
Subject: Pure normal goblins 1k force
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Killer Klaivex
Oceanside, CA
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S3 armor piercing won't do much.
You also lack hitting power, and the real strength of goblin armies, stupid numbers of big bosses.
I'd do the characters like this:
Goblin Warboss, Mortogs best basha, shield, armor of destiny
Goblin Shaman, dispel scroll
Big Boss, BSB, light armor, charmed shield
2x Big Boss, great weapon
2x49 goblins, shields, full command
2x spear chukkas
2x rock lobbers (swap for chariots if you have them, especially in smaller games, where you don't have the same saturation of targets).
The big bosses act as extra hitting power, and make you take less wounds (because they have to be singled out, are +2 WS and +1 toughness over rank and file). Make sure that you use them in groups, that way you're more likely to have one survive to swing. Think of them as common goblin fanatics; hit hard, totally disposable, better in groups.
I did very well with my pure goblin army once I started putting 2 heroes with great weapons in every infantry block. Once I ran out of hero points, I stopped buying infantry blocks. Worked from 1000 points up to 3000 in a building league.
As a final note, never put the BSB and the general in the same unit. The added leadership is so critical you cannot risk losing them both at once.
-Matt
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![[Post New]](/s/i/i.gif) 2011/01/08 22:49:26
Subject: Re:Pure normal goblins 1k force
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Mad Gyrocopter Pilot
Scotland
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Agreed that giving a lot of big bosses great weapons to supplement your goblin infantry blocks will really help give them more resolution and punch in a fight. The newer list looks better. I would give the Shaman a ward save as some insurance.
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This message was edited 1 time. Last update was at 2011/01/08 22:49:47
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![[Post New]](/s/i/i.gif) 2011/01/09 00:11:52
Subject: Pure normal goblins 1k force
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Evasive Eshin Assassin
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Yes. The GW will slow you down, though, so I'd recommend getting some variety in there too (I'd say 1:1 great weapons to other stuff, or 2:1).
- Lucky's Dirk (against a character, you're S5 A4, at least)
- Tricksy Trinket + Wallopa's One-Hit Wunda' + Potion of Speed (75pts, and as close to a goblin assassin as you can get)
- A regular Sword of Might for O&G is cheap. And hey, he can hit ghosts now.
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