|
Here is a little something I have been working on lately. It is a themed army and is not supposed to be the most über competetive army ever made, it's just for fun.
Lords
Night goblin warboss (General)
with the shrieking blade, dawnstone, light armour, shield and mounted on a great cave squig.
136p
Hereos
Night goblin big boss (Army standard bearer)
with the bad moon banner and light armour.
107p
Night goblin big boss
with the Irobcurse Icon, great weapon and light armour.
36p
Night goblin shaman.
Level 2.
85p
Night goblin shaman.
Level 2.
85p
Core units
40 Night goblins
with full command, spears, shields, netters and 3 fanatics.
270p
40 Night goblins
with full command, spears, shields, netters and 3 fanatics.
270p
30 Night goblins
with full command, hand weapons, shields, netters and 2 fanatics.
215p
20 Night goblins
with full command, short bows and fanatic.
115p
Special units
9 Night goblin squig hoppers.
108p
Night goblin squig herd
with 12 squigs and 4 herders.
108p
Spear chukka.
35p
Spear chukka.
35p
Rare units
Mangler squig.
60p
4 Stone trolls.
180p
Snotling pump wagon
with Spikey roller.
60p
Doom diver catapult.
80p
This army is designed to unleash some very nasty suprises when the enemy least expect it. There are 9 fanatics in total, there is a mangler squig which will bring terror to the flank and there is a pump wagon which will do some serious impact hits. The squig units is supposed to wreak as much havoc as they can and acts as sucide units. The downside with the army is the poor leadership values (the highest is a ld of 7). I might add another warboss and make him the General instead of a frantic giant squig riding General who won't be in range to boost the gobbos ld with the inspiring precence rule (because he is hopping with the squigs). Overall the number of core units is very nice (130 gobbos) and it will be very cool to playtest the complete army...
Please share your thoughts!
|