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Made in nz
Regular Dakkanaut




I have been using this list for awhile now and with success but am looking for further ways to optimize it. The caveat is I don't want to use Orcs in the army.

Goblin Warboss - Armour of Destiny, GW, Ironcurse Icon

NG Great Shaman - Lvl 4, Earthing Rod, Talisman of Preservation

NG Shaman - Lvl 2, Dispel Scroll

NG Big Boss - BSB, Standard of Discipline, LA, Shield

4x20 NG Archers - Muso

3x52 NG - Spears+Shields, FC, Netters

10 Fanatics

Spear Chukka
Spear Chukka

Goblin Doom Diver
Goblin Rock Lobba
6 x River Trolls
Mangler
Mangler

My game plan with this army is usually to set up with the big hordes in the centre with an archer unit behind acting as a bunker. The other Archer units and Manglers move up the flanks to clear enemy Chaff and threaten with fanatics. In the mid-game I try to pin the bulk of the enemy army down in the tarpits and bring what I can into the enemy flanks. From there I just wear the enemy down relying on raw numbers and steadfast. Generally this works pretty well as long as I can keep my characters safe and I play it smart stopping the enemy chaff from popping too many fanatics prematurely.

Things I am looking at changing:

1. Changing the River Trolls to normal trolls to pick up some more spare points.
2. Less fanatics.
3. Less archer units even though I find them very useful for clearing enemy chaff, flank charges and using them as a screen to take charges and get fanatics where I want them.
4. Any points saved would probably go towards another Doom Diver/Rock Lobba, or a few cheap NG big bosses.

Thanks for your help.

Cheers

Proud Co-Host of the Kiwi Hammer Podcast:

http://kiwihammer.co.nz 
   
Made in fi
Brooding Night Goblin





Another dimension

Finally, another all night goblin force! I´ve been doing a similar (yet under construction) army and I love it.

Yeah, I would throw in another bigg boss to boost the Ld of some gobbos. Otherwise I like the command choices.

10 fanatics is alot, however if you can get them under control it will be a whirling hell for the enemy. I would also take less archers.

You could also try out a unit of squig hoppers/herds, both of which are very hard hitting troops. these have potential to kill alot of enemies before your main bulk strikes. Just keep them out of your way if the goes on a rampage.

But overall I like the list and your strategy.

Keep it up!

win-draw-loss

3000 points of WAAGH! Grimkiller
1350 points of Grey Knights 3-1-3
Started a templar army...
Skaven: 1000 points 1-0-0
Goblins: 1400-ish
 
   
Made in us
Killer Klaivex




Oceanside, CA

Sneaky_Gobbo wrote:
I have been using this list for awhile now and with success but am looking for further ways to optimize it. The caveat is I don't want to use Orcs in the army.

Goblin Warboss - Armour of Destiny, GW, Ironcurse Icon

NG Great Shaman - Lvl 4, Earthing Rod, Talisman of Preservation

NG Shaman - Lvl 2, Dispel Scroll

NG Big Boss - BSB, Standard of Discipline, LA, Shield

4x20 NG Archers - Muso

3x52 NG - Spears+Shields, FC, Netters

10 Fanatics

Spear Chukka
Spear Chukka

Goblin Doom Diver
Goblin Rock Lobba
6 x River Trolls
Mangler
Mangler


Things I am looking at changing:

1. Changing the River Trolls to normal trolls to pick up some more spare points.
2. Less fanatics.
3. Less archer units even though I find them very useful for clearing enemy chaff, flank charges and using them as a screen to take charges and get fanatics where I want them.
4. Any points saved would probably go towards another Doom Diver/Rock Lobba, or a few cheap NG big bosses.

Cheers


Pretty good list, and your own thoughts are pretty much what I would suggest.
1) Swap trolls to normal trolls and pick up 2 more trolls for a unit of 8.
Deploy the general and BSB in a goblin block behind the trolls, and put the other two goblin buses on both sides. This gives the trolls Ld9 with a re-roll, and ~24 S5 attacks in combat (along with 4 S5 stomps).
String out night goblin bow units on one flank (with warmachines peppered in) and manglers on the other flank. (+10 points to add 2 trolls)
2) Drop ~2 fanatics, and 1 archer unit. I'd put 3, 2 and 1 fanatic in each bow unit (with 1 fanatic on the outside, 2 in the middle, 3 on the inside) and then put the last 2 fanatics in the generals bus. (saves 110 points)
3) Drop the ward save on the shaman. Honestly, if he needs a ward save, things are already in really bad shape. By putting the level 4 in the general BSB bus, he goes into the 2nd rank and is very safe. (saves 45 points)
4) With 155 point saved, you could pick up a doom diver (80) and most of a stone thrower, or a doom diver and 2 more trolls. But what I would get is 3 wolf chariots to go up the flank with the manglers.
With trolls and 3 busses, having a unit of 3 chariots charge in will give you the edge in combat res to beat and break your opponent.

-Matt



 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Deacon



Leeds, UK

For me I have a few concerns with the list, my main opponent (Brother_malleus) runs Orcs and Goblins and for a long while he ran an all goblin army that worked exceedingly well.

1. Your General seems to have far too many points invested in magic items, you can afford another Warboss for those points. I typically see Warboos, LA, Enchanted Shield, 5pt magic sword and thats it, he is there to lend his leadership to the army not to kill stuff.

2. The Talisman on your Level 4 will not likely give him all that much protection, I also recommend that you swap him for a standard Goblin Great Shaman as you negate the chance of him killing himself with a bad mushroom.

3. Diverting Characters, look at a couple of cheap Warbosses/Big Bosses on wolves with 2++ versus fire ward saves as cheap drops and diverting purposes.

4. I think that you have too many points invested in core, I ttypically face off against 2 units of wolf riders with Shields, 2 40 NG blocks, and a bunker of 25 odd Goblins with Skulkers, short bows and shields. If you want to be competative I'm afraid that you have to leave the Fanatics at home, they're far too risky to your own forces.

5. Common Trolls yes, save those points for something else.

6. More Artillery, definately look at getting another Rock Lobba if you face lots of big units, another Doom Diver if you face a lot of Knight Heavy armies.

7. SQUIGS..... where are they? Get some in your list as a much needed hammer unit

8. Chariots & Pump Wagons, you ideally need some of these as well. I hate facing Pump Wagons (random movement so you cannot declare reactions) and Chariots in the flank of what the trolls are fighting is a nasty thing, especially if the vomit starts flowing

   
Made in gb
Regular Dakkanaut






In my experience, 1 flying enemy unit completely wrecks any fanatic play, if they are released in an early turn in your own lines its just a mess lol
   
Made in nz
Regular Dakkanaut




Hello All thanks for the tips, I've come up with a revised list:

Goblin Warboss - LA, Shield,

NG Great Shaman - Lvl 4, Earthing Rod

NG Big Boss - BSB, LA, Shield, Standard of Discipline

NG Shaman - Lvl 1, Dispel Scroll

50 NG w/ FC+Nets

50 NG w/ FC +Nets

51 NG w/ FC + Nets

3x20 NG Archers w/ Muso

8x Fanatics

8x Common Trolls

Goblin Chariot

Goblin Chariot

Goblin Chariot

Doom Diver

Doom Diver

Rock Lobba

Rock Lobba

Mangler Squig

Mangler Squig

Going for Squigs isn't really an option due to budgeting limitations. As for fanatics I've been pretty dependent on them to dissuade opponents from charging though I agree the randomness is a downside. My real worry with this army comes down to difficulty dealing with regenerating nasties due to no flame attacks and a lack of magical attacks meaning that a VC army with ethereals could pretty much auto-win.

Thanks for any thoughts.


Proud Co-Host of the Kiwi Hammer Podcast:

http://kiwihammer.co.nz 
   
Made in gb
Deacon



Leeds, UK

Fair enough on the lack of squigs I have seen people make spider squigs using spider riders from the BfSP set, the army is looking better however I would still like to see a few more diverters and chaff in the force.

Goblin Big Boss, La, Shield, Dragonhelm, Warrior Bane, Wolf

Goblin Big Boss, La, Shield, Dragonbane Gem, Tormentor sword, Wolf

These two guys have saved me more battles then I care to remember, they can hold up something big and nasty like Bloodthristers, K'Daii Destroyers, Horde with Flaming Banner ect due to the 2++ versus fire, they can also combat ethereal threats thanks to their magic swords (and they're cheap) Also they're perfect as redirectors due to not ebing subject to animosity.

To fit these guys in I'd drop 2 Trolls and 2 Fanatics.

With the Ethereal's I typically do not have an issue with these units when using Orcs and Goblins as the static combat resolution of the Night Goblin unit is large enough to be able to force a crumble, but having a cheap character (goblin) with cheap magic sword (any) will help you out

Chariots, I think that you should run these as a unit of 2 and a lone chariot, but thats just me being exceedingly picky.

   
Made in nz
Regular Dakkanaut




I'll definitely give the two Big Bosses a go as I experiment with the list. In my local meta there's not a lot of flaming happening but I appreciate as I move into a tournament scene there's gonna be plenty.

Out of curiosity why do you suggest running the chariots as a pair and one on its own? My thoughts were that if a cannon blows one up and they're in a pair that I'm likely to fail the resulting panic test, but that this isn't as much of a worry if they're on their own.

Proud Co-Host of the Kiwi Hammer Podcast:

http://kiwihammer.co.nz 
   
Made in gb
Deacon



Leeds, UK

Its how I always run them to be honest, i've not had that much issue with panic checks as I tend to use them as chaff in a orc heavy list

   
 
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