I came upon a loophole in the rules that you guys might find pretty hilarious. In the O&G army book, the entry for Squig Herders includes a rule called 'Squigs Go Wild,' which goes as follows:
"If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the squigs go wild, biting anything nearby. All units within 2D6" (friend and foe) immediately take D6 Strength 5 hits. For every 5 Cave Squigs remainin when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety."
The entry mandates that the unite size must be 10+ and "there must be at least one Night Goblin for every three Cave Squigs," but nowhere is it stated that there must be Squigs in the unit. You could theoretically take a small group of 10ish naked Gobbos for 3 pts each, as per usual, and charge them up the flank at the big and spooky enemy, knowing that they'll lose combat, break, flee, and explode, causing D6 Strength 5 hits to everything around them.
I'm aware that this is useless, especially since a Fanatic can do the same thing for fewer points, but it's a funny, totally cowardly trick that seems suitably goblin-esque.
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