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Night Goblins +1 I and -1 Leadership across the board including characters.
Cost between night goblins and regular gobbos is the same, except for characters where night goblins are cheaper.
Both goblins cost the same base cost, night gobbos have HW+ Shield, regular have HW + Light armor.
Night gobbos can trade a HW for spear for free and/or trade their shield for a bow
Regular gobbos have to pay for every upgrade, all upgrades cost the same, and the upgrades include shield, spear, and/or bow. 1 upgrade increases the gobbos cost by 18%, 2 upgrades by 33%, and 3 upgrades by 50%.
Only Night goblins have nets and fanatics.
Only regular goblins have the new nasty skulkers, yes they can only be hidden in regular goblin units.
Nets and fanatics are as nasty as they were before, point cost is about the same except nets cost 10 more points now. Nasty skulkers are S3 WS2 I2 with 3 attacks. They have always strike 1st and AP attacks. On the turn they come out they have KB.
There are 2 good magic combos for Nasty skulkers. The frontal assault option is the itching spell from the gobbo lore lowers both movement and initiative of an entire unit by D6 (minimum 1). At that point ASF I2 skulkers would gain rerolls to hit for their KB if the itching spell drops the other side's I stat to 1. The other option is if the skulkers can get a rear or flank attack the signature spell naughty stabbin for little waaaagh gives a unit rerolls to hit and wound if they are in the flank or rear. With either combo there is up to 3 very inexpensive unit champions with 3 ASF KB attacks each with rerolls to hit.
On the topic of magic: night goblin shaman must use their magic mushrooms every turn, but they are far less dangerous. If the mushroom die is a 1 then roll another die, on a 4+ the spell fails and the shaman takes a wound, on a 1-3 nothing bad happens. Supply of mushrooms is unlimited, so night gobbo shaman add a mushroom die every time they cast a spell.
If the goal is a steadfast unit HW Shield night gobbos is probably still best. They are cheap, and a 6+ ward combined with netters is still the most defensive combination gobbos can do.
The new mangler squigs/chain squigs that act like fanatics can not join night goblin units. They start off deployed outside any unit, move 3D6, die if they roll a triple, and the player does not roll scatter dice until after the squigs have hit a unit. After they hit a unit they move with a scatter die like fanatics but roll 3D6.
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