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Made in se
Sneaky Kommando




Gothenburgish

Night Goblin Great Shaman
Skarsnik, Warlord of the Eight Peaks

Night Goblin Big Boss: great weapon; Battle Standard
Night Goblin Big Boss: great weapon
Night Goblin Shaman: Dispel Scroll
Night Goblin Big Boss: spear; light armour; shield; Great Cave Squig

41 Night Goblins: shields; spears; Netters; Night Goblin Boss; Musician; Standard Bearer
2 Fanatics
24 Night Goblins: short bows; Musician
2 Fanatics

20 Cave Squigs: 15× Night Goblin Herder
5 Night Goblin Squig Hoppers

Mangler Squigs
Mangler Squigs
Goblin Rock Lobber
Doom Diver Catapult

1 609 points

Can't decide how to spend the last 91 pts, either pimp up the heroes with magic gear, another doom diver, some boltthrowers, 2 pumpwagons, another shaman, a combination, or should I get something else?





//Calle

 
   
Made in us
Evasive Eshin Assassin





A few things:

- get a 4+ Ward on your BSB

- the Warlord of the Eight Peaks is pretty awesome, but he's a tight fit in a game this size. I think you'd be better served with more toys, but that's up to you, of course.

- I'd drop the Night Goblin Great Shaman, or upgrade him to a regular Goblin Shaman.
I've found that, with Magic Mushrooms, you're better off running multiple lvl1-2 shamans, with lots of Arcane items. A 1 in 6 chance of losing your lvl4 for the turn is pretty harsh.

- move 4 Gobbos from the shortbow unit to the spear unit, and 2 Fanatics in reverse.

- any way to swap out those spears for regular hand weapons or shortbows?

- I'd also consider dropping the Hoppers and maybe the Big Boss for more regular Squigs. WS2 really hurts them.

- Wolf Chariots, Bolt Throwers, Doomdivers, and Pump Wagons are all great options. As are, oddly enough, lone Trolls. Really depends on what you want to do.

 
   
Made in us
Killer Klaivex




Oceanside, CA

Get another level 2, with the shiny new lore of undeath.
Seriously, dropping a whole unit of zombies on the table can totally save your butt.

As for the Magic Mushrooms, they aren't that dangerous. 1:6 chance that you roll another D6, which has a 1:2 chance of doing 1 wound.
An active wizard is not likely to take more than a wound a game; which is totally worth the extra dice they produce.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in se
Sneaky Kommando




Gothenburgish

Hmm... Armour of fortune would be nice, but it is a boatload of points...

I'm really not afraid of the magic mushrooms, in 5 or so games, I've gotten 2 wounds from them...

The hoppers are actually quite good at protecting my warmachines from small, quick units. Thanks to the ability to 360° Charge... They beat the snot out of salamanders, pistoliers and dark riders atleast. Once their protection detail is done, I usually try to use 'em as a support unit to flank things...

Skarsnik is there due to my utter inability to roll 8 or less on LD tests... That reason alone makes him essential at this point level for me. That he's no slouch in CC, his bound spell and ability to delay enemies are just a bonus to that...

So, either:
Upgrade the lvl 1 mage to 2, give the great shaman a channeling staff, and armour of fortune for the BSB

Or, another lvl 1 mage, and armour of F. for the bsb.

Or the armour for the bsb, a bolt thrower and a channeling staff...

How do you keep lone trolls alice and how do you use 'em?

 
   
Made in us
Evasive Eshin Assassin





The Armour of Fortune is only 35pts. The Armour of Destiny is only 50. The corresponding Talismans are 5pts less, but also not heavy armour.
They are worth their price, though. 50pts, to double the lifespan of your BSB? In a Goblin army? Yes.

If you will look back to my first post, I didn't say that Magic Mushrooms are too dangerous because they might wound my wizard. I said I want to avoid losing my lvl4 for the rest of the phase.
Roll a 1 on that die, and you've lost Concentration, and can't cast any more spells. That's the part that sucks, for me.

Hoppers are pretty neat in that regard, though I'd prefer a Pump Wagon. A smaller, more maneuverable unit. Less reliable in getting there, sure, but more reliable once it's in combat (impact hits are better against things like Dark Riders, thanks to ASF).
But if they work for you, then go for it. I just think it's stupid that you have to use the rider's WS, so now WS3+ hits them on 3's. Lame.

Skarsnik has great Ld, which is cool. And his special rules are fun. But he also doesn't have any kind of save at all (beware the Lores of Death, Life, Metal, and Shadow!). His best bet is to avoid combat when possible.
And the bound spell is neat, but nothing to write home about.
Most people just add an Orc Big Boss to be the General.

If you want to keep it all-Goblin, though, yeah, he's you're only way to get that kind of Leadership. The other option is to run a list that can afford to break and flee at points (my specialty).

Lone Trolls don't stay alive. They hang around your main line, getting in your opponent's way. Before they can charge your Night Goblins, they have to get rid of that Troll. And if your Troll happens to be about 7" away from your Night Goblins, and your opponent gets within 8", he acts like a Fanatic sling-shot.

 
   
Made in us
Killer Klaivex




Oceanside, CA

Warpsolution wrote:
The Armour of Fortune is only 35pts. The Armour of Destiny is only 50. The corresponding Talismans are 5pts less, but also not heavy armour.
They are worth their price, though. 50pts, to double the lifespan of your BSB? In a Goblin army? Yes.

Skarsnik has great Ld, which is cool. And his special rules are fun. But he also doesn't have any kind of save at all.

Skarsnik has a boatload of wounds instead of a save. With how much I choke at rolling saves, I'd much rather have 6 wounds, than have 3 wounds and a 4+ ward.

As for the BSB, I usually go with just light armor and shield. 50 points for a 4+ ward is a lot, especially on a WS4 T4 W2 model. He won't last long in combat, so how about we keep him out of combat... like in the 2nd rank... that you big-base skarsnik.

-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





I'm not worried about combat so much as I am worried about Death magic.
If you can keep him in the second rank, that's good protection. If not (and a lot of times, even if so), I go with a Ward save.

I'm not saying Skarsnik is terrible in combat. But you'd better look out for those high-S attacks.

 
   
Made in se
Sneaky Kommando




Gothenburgish

As I said earlier, Skarsnik is there mainly for his LD, cool model and his LD. The rest is just a bonus. Did I mention his LD?

What's your thoughts on squigherds, 7x5 or should I go for less ranks and horde 'em? I've tried 5x5, 6x5 and 7x5.


 
   
Made in us
Killer Klaivex




Oceanside, CA

 Jag_Calle wrote:
As I said earlier, Skarsnik is there mainly for his LD, cool model and his LD. The rest is just a bonus. Did I mention his LD?
What's your thoughts on squigherds, 7x5 or should I go for less ranks and horde 'em? I've tried 5x5, 6x5 and 7x5.

Squig herd? 14 squigs with either 7, 14 or 21 night goblins behind it.
I'd never take more than 14 squigs in one unit, if you want to run more, run a 2nd unit.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in se
Sneaky Kommando




Gothenburgish

Why?

 
   
Made in us
Killer Klaivex




Oceanside, CA


More than 7 wide often means that you have guys not in base to base, so they aren't attacking.
More than 2 deep means you have guys who aren't fighting or making supporting attack.

Once you reach that swinging in combat saturation, extra guys are wasteful. Sticking them in another unit give you another chance at using that WS4 S5 A2 potential.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in se
Sneaky Kommando




Gothenburgish

Aye, but then you also loose out on many of those sweet attacks when facing things that strike before you...

I've been sorely tempted to go horde due to the extra 10 str5 attacks...though those 36 squigs and 14 herders coosts am arm and a frikkin leg... Both point and moneywise... Own 27-28 of the red buggers so far...

 
   
Made in us
Evasive Eshin Assassin





 Jag_Calle wrote:
As I said earlier, Skarsnik is there mainly for his LD, cool model and his LD. The rest is just a bonus. Did I mention his LD?
And as I said earlier, if you're just looking for Leadership, an Orc can give you the same for a lot less. But that's only if you're willing to break theme.

As for Squigs, I've gotten pretty good results with a big block of 30 Squigs and 10 Herders, 10X4,. That way, they can lose some models to shooting and magic and still hit like a ton of bricks (S5 A2 plus T3 and no saves means they're the perfect combination of scary and squishy to attract all kinds of attention), or really small units, like Matt suggests.
Squigs are not a lot of points. They cost half as much as a Chaos Warrior, and hit even harder!
If you're concerned about the enemy going first, though, I'd suggest Itchy Nuisance. Small units in the flank do terrible things with Sneaky Stabbin', too.

This message was edited 1 time. Last update was at 2014/09/04 22:49:09


 
   
 
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