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Made in us
Snotty Snotling



Michigan, USA

Just wondering what dakka thought of my 3k list. and ideas will be appreciated

Goblin Warboss (general)
-add hw
-armor of silvered steel
-talisman of preservation
-potion of speed
Night Goblin Warboss
-shield
-squig
-porkkos pigstikka
-armor of destiny
Night Goblin Great Shaman
-lvl 4
-sneaky stealin'
-5 mushrooms
Night Goblin Bigboss
-light armor
-bsb
-spider banner
Night Goblin Shaman
-lvl 2
-dispell scroll
-2 mushrooms
62 Night Goblins
-spears
-command
-nets
-3 fanatics
2 squads of 70 Night Goblins
-spears
-command
-nets
-3 fanatics (per squad)
2 squads of 35 Night Goblins
-bows
-command
-nets
-3 fanatics (per squad)
2 doomdivers
2 spearchukkas with bullies
a giant

total point value is 2999

wut do you guys think?
   
Made in ca
Purged Thrall




Canada

Tooooooooooo many fanatics they are good sure. but when they dont reach the enemy unit they box you in forcing you to take casualties if you do move over them. Also Giants Blow i would drop him for some lobbas. I would combine the 2 35 man bowmen units and throw the BSB in there maybe drop the unit down to 60. Also you need some wolf or spider riders in here
   
Made in us
Long-Range Black Templar Land Speeder Pilot




Those fanatics F stuff up. Aside from that, i would deffiently go with what exodusofman said about combining the units, 70 goblins with poisioned shots willl be helpful.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
Made in us
Battle-tested Knight Castellan Pilot






Goblins. Goblins everywhere.

I think you could do without the Giant as well.

It seems you need some heavy support. You should probably go with some trolls.

Not sure though, never seen to many all Goblin lists.

 
   
Made in ca
Purged Thrall




Canada

UNREALPwnage wrote:Those fanatics F stuff up. Aside from that, i would deffiently go with what exodusofman said about combining the units, 70 goblins with poisioned shots willl be helpful.


Ya but fanatics can mess you up aswell. you unleash them at what 8inches? aveage roll on 2d6 is 7 so they wont make it through and the fanatic is stuck there which means you risk having it fly back at you. where as if it had gone through the enemy unit in order for it to come back and hit you it would smash the enemy again. aswell even if the fanatic doesnt hit your opponent or you(in the following turn) your boxed in and cant charge, well you can but risk losing models thus risk panicing and if you stay you could lose your steadfast in the approaching combat. In a nutshell yes fanatics are fun but don't over do it
   
Made in us
Long-Range Black Templar Land Speeder Pilot




I have played him before when he was using a similar list. What you do is you move into 8 with your NG, then release all of them. In the following magic phase cast the spell that moves all friendly units 2d6 toward the nearest enemy, now all your fanatics should be though their units. Now if you charge with the NG it wont be too bad.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
Made in ca
Purged Thrall




Canada

it could be devastating assuming the spell actually goes off
   
Made in us
Long-Range Black Templar Land Speeder Pilot




It almost always goes off with a powerstone and 6 dice, tell my wood elf army fanatics arent dangerous. 30 d6 hits in 2 turns, that sucks.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
Made in ca
Purged Thrall




Canada

I want to make a comment about the army your using but I can't w.o it sounding mean.

Instead ill give advice.

Bait his units with small units. scouting glade guard all deployed in a line. makes him release do 1 of 2 things. 1. not move which gives you an extra turn to shoot his lil green butt. 2. he does move releases the fanatics xplodes your scouts but is now boxed in and even if he casts that spell there isnt enough room for the fanatics to make it to you. alternativly try this with a small unit of glade riders

This message was edited 1 time. Last update was at 2011/01/13 05:27:09


 
   
Made in us
Killer Klaivex




Oceanside, CA

The thing with waaaagh and fanatics is round bases. They don't have a front arc, and should move at the nearest enemy.

If the closest enemy is an altered hero behind him when he casts waaaagh, those fanatics go backwards through his own army. The altered models I've seen, and all wood elf heroes, are very tall, and easy to see over those short little night goblins.

What's worse, if those night goblins don't make it to the goblin blocks, when the waaaagh moves the goblins, they are very likely to end on the fanatic.


For all this to work out, you've got to be able to get into the back field (altered or vanguard war hawks) and draw the fanatics out rather than have the goblins advance and release. Fast disposable units like glad riders/eagles are ideal.

It's not easy to do, but the look on th O&G face as the fanatics come back at him is priceless.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Evasive Eshin Assassin





Anyway here's what I've got to say about this army:

- the lone regular goblin Warboss seems lonely. You just using him for the extra Ld? I might suggest Skarsnik, at that point; he's not very defensible, but his six wounds and a whole bucket of attacks make him hard to kill.

- the build of your characters in general confuses me a little. An extra hand weapon and potion of speed on your general doesn't feel like it'll do a whole lot; a great weapon would probably see more results in less points. The Night gobbo Warboss on a Squig looks fun, but seeing as he's all by himself and he's slower than most units in 8th, I can't imagine his mount surviving for long. And what's with all the Mushrooms? Have they worked for you in the past? They do not seem to be worth the 70 points you've sunk into them.
Finally, your BSB either needs some protection (a 4+ Ward, or a 5+ and the Charmed Shield, or something), or you need s'more Big Bosses in your units to issue challenges and such, if you really want to keep the Spider Banner.

That seems to be the true strength of gobbos right now; at 34pts, you can have 3 S6 attacks. I'd take advantage of that (two fighty gobbos/unit seems to work well).

- I would drop the gobbo units down to 50 guys, but if the extra bodies have helped you, then go for it. Spears also seem like an overall inferior choice to a shield. You could net 358pts from these changes alone.

- I am a fan of the giant, actually. Especially over trolls, when your general is a gob. The big guy can offer some much needed punch to a unit, and you're guaranteed at least d6 from his Thunderstomp. He's an arrow magnet, but that means your blocks have approached their lines with less casualties. If you lose a block, you probably keep the giant. Multiple targets.

- I am less of a fan of the spear chukkas. A lobba is better, except at sniping monsters. But giants are, as a rule, absolutely amazing when it comes to killing monsters (thump with club vs. low I).

- Finally, on this topic of fanatics:

1- statistically, slightly more than 50% of your fanatics will make it into the enemy the turn you release them. After that, they are most likely to do nothing (die, or wander off...then die), and if not, they hurt you and your opponent equally (model-wise).

2- on that note, your models are worth 3 points each (4 with spears). His are worth...more. Unless your up against skaven slaves, killing seven of both sides leaves you in the lead. If you're fighting Swordmasters, killing three of his guys and ten of yours still means you're ahead.

3- Exodusofman is right, fanatics can get in your way. But I say, don't let that stop you! Charge on ahead anyway. Take the d6 S5 hits, and then get to it. Fanatics are random. Waiting a turn may mean you don't get hit, or it may not. I'd just pretend like they aren't even there. Don't try to predict them; if you let yourself get psyched out by fanatics, then you and your opponent are in the same boat. They've already been hit by a lot of them, so you can afford to take some hits as well.
Sure, you could lose steadfast and book it out of there. Sure, you never know what a fanatic will do. But that's the point! If you don't want to take chances, don't play with these crazy little guys.

4- Finally, I'd like to point out that this list does not have access to the Waaagh! spell, devastating as it may be. And I'd also like to point out a sneaky little trick with fanatics: you do not have to release them in the direction of the enemy who triggered them (so you can push them forward at the Glade Guard, rather than to your flank at the War Hawk Riders, if need be).

Fanatics are by no means a controllable or accountable force on the battlefield, but they sure are funny.

 
   
Made in us
Snotty Snotling



Michigan, USA

thanks everyone for the input. while i am undefeated with this list (4-0) i dont use this list because i win, i use it because its fun as hell to play with.

the mushrooms have worked well for me especially when playing against dwarves, they also help me cast that one spell that i need to go off at a key point in they game

the goblin warboss is there for the extra ld and i would use skarsnik but i dont have the model

and the giant has faired me well in all the games ive used him by either soaking up a lot of the shooting or simply running units off the board from terror

fanatics: i am not worried about landing on them because i have enough models where losing at most 12 isnt going to make a big difference


Thanks again for all the input!

   
 
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