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Made in us
Jovial Plaguebearer of Nurgle





Il

so are they any good?
pariticularly goblin chariots
looking for more stuff to fill my Special choices besides spear chukkas

"When life gives you lem-BLOOD FOR THE BLOOD GOD"
1500 pt nurgle daemons bleeeeh 2/0/2 but what fun they are when they win 
   
Made in us
Crazed Savage Orc




K.C. Kansas

If you use them to charge with another unit or as skirmisher and/or war machine hunters.

Did you include Grom the Paunch? I think he'll is an excellent general for an all Gobbo army.

WHFB-



40K-
 
   
Made in us
Longtime Dakkanaut




Chariots are useful in that they can cause a good D6+1 S5 hits on the charge before anyone else gets to attack (very useful for getting some wounds tacked onto combat res). They also are immune to animosity, and in the case of Goblin Wolf Chariots can get a 20" charge range with an extra wolf. Meanwhile, the Orc Chariot can get an additional 2 S5 attacks on the charge.

The disadvantages to Chariots are that outside Cavalry and Skirmisher units, they likely won't be able to do much to a rank-and-file unit - if you are going to charge on your own, best dedicate all your attacks on some sort of squishy looking character to make up your points and lost inches (since you likely will be pursued) from the attack.

Wolf Chariots, while extremely fast, are also extremely fragile (when compared to the Orc version, at least). They can get a good number of attacks overall (I want to say a potential 14 when fully upgraded and including impact hits), but it doesn't matter when about twelve thunderers can destroy an exposed one in a single shooting phase. Also, they're a tiny bit more cowardly than their Orcish counterpart, so beware leadership targetting effects unless staying near the general.

Orc Chariots meanwhile swap out speed and number of attacks (Max of 11 hits I think for a full Orc Chariot) for sheer durability and "Oomph". Goblin Crewmen w/ Spears are just as strong as Orcish ones w/ Spears, but the Orcs have the added advantage of S5 (on the charge) steeds instead of S3. Their chariot has a one better toughness and armor save (changing a Handgun from a 4 to wound with no armor save, to a 5 to wound with a 6+ save), and I think they might have an additional wound. Your chariot will barely keep up with rank-and-file if they move full speed, but your extra charge range over them negates that.

If really desperate for Chariots, there's finally the Snotling Pump Wagons. Depending on your army theme, these may-or-may-not be useful. They only hurt on the charge, and their average charge / move distance is 6"-8". Furthermore, they're even more vulnerable than Wolf Chariots having only a 6+ Save. In return, they're dirt cheap. They're immune to psychology, they make good fire magnets from some players, and they work wonderfully for patrolling the rear of your army if you expect a Gorger / Tunnling Team / Wulfrik to pop up (not needing to be facing their direction in order to charge them). If you don't see yourself using Trolls, Giants, or Doom Divers, a pair / quartet of these can be worth taking.

Furthermore, the most expensive part of this unit is its bases: The whole of a Pump Wagon can be easily converted from practically any spare parts, and one snotling blister should give you all the crew you need for 2-4 Wagons.
   
Made in au
[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..






Toowoomba, Australia

Ld is the big issue for me and goblin chariots. If GW had kept them a 1-2 for one selection like they were in the old book I'd run a couple.

But in the case of special slots NG squig hoppers give 360 degree charge, movement through terrain unimpeded and immune to psych, and 2 st 5 attacks each.

Which is why I never run a chariot.

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Made in us
Jovial Plaguebearer of Nurgle





Il

ok and what about grom the paunch i like his ability to not make me afraid of elves (particularly wood and dark elves)

"When life gives you lem-BLOOD FOR THE BLOOD GOD"
1500 pt nurgle daemons bleeeeh 2/0/2 but what fun they are when they win 
   
Made in us
Longtime Dakkanaut




deffskullz wrote:ok and what about grom the paunch i like his ability to not make me afraid of elves (particularly wood and dark elves)
Grom is a decent character in terms of what Goblins can field. He is somewhat fast, comes with a Battle Standard Bearer for "free", can hit very hard, is the hardest character next to Grimgor (and technically better once you get above S6 or no armor-save attacks), is Leadership 8 (very good for Goblins) removes Fear from your army, etc.

There are only two main problems for Grom: One, he's a fire magnet. Two, he rides a T4 W3 mount with what's effectively a 5+ save. Your best protection for his ride, is hoping that the projectiles hit Grom instead. So you have to do some fancy charioteering to keep him safe from enemy shooting, while at the same time capable of making use of his hitty-ness. If you can do this, I'd say go for it: Ld. 8 is the best you'll ever get with an all-goblin army, and the saved Hero slot for not needing a BSB can buy you a Big Boss / Shaman that turns the tide of the game.

This message was edited 1 time. Last update was at 2009/10/09 19:05:43


 
   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

That's a good point about the BSB. I hadn't considered that at all. He doesn't fit with my army but that definitely makes him a better choice than I had thought.

   
 
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