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Made in ca
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Inactive

Its amazing how low point cost Goblins are ,
and their mages and spells seem very good for their point cost!
Anyone with suggestions? Or know what works with Goblin heavy armies?

Lords and Heroes: 615pts
Warlord Skarsnik: 205pts
Goblin Shaman: lvl 2 + Staff of Sneaky Stealing = 140pts
Goblin Shaman: lvl 2 + Nibbla's itty Ring + Staff of Sorcery = 140pts
Goblin Shaman: lvl 2 + Staff of Badduumm = 130 pts

Troops: 1323pts
6x Spider Riders with short bow + musician = 90pts
6x Spider Riders with short bow + musician = 90pts
6x Spider Riders with short bow + musician = 90pts
6x Spider Riders with short bow + musician = 90pts
6x Spider Riders with short bow + musician = 90pts

20 Night Goblin: Spear+ Musician + Standard = 92pts
20 Night Goblin: Spear+ Musician + Standard = 92pts
20 Night Goblin: Spear+ Musician + Standard = 92pts
20 Night Goblin: Spear+ Musician + Standard = 92pts
20 Night Goblin: Spear+ Musician + Standard = 92pts
20 Night Goblin: Spear+ Musician + Standard = 92pts

20 Night Goblin: Short Bow + Musician = 64pts
20 Night Goblin: Short Bow + Musician = 64pts
20 Night Goblin: Short Bow + Musician = 64pts

19 Orc Boys + Shield + Musician + Standard = 129pts

Special:
2x Spear Chakka = 70pts

Rare: 240 pts
4 Trolls = 160pts
Doom Diver = 80pts

This message was edited 3 times. Last update was at 2009/12/06 00:15:39


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Made in us
Longtime Dakkanaut




I think you might have a few too many Spider Rider units. I could see three, maybe even four six-big units, but five looks like overkill.

The nine units of Night Goblins look like they're going to be used solely for adding shots to Skarsnik's Prodda, and not doing their own thing. Which is bad, as that means - besides Skarsnik's unit - none of the others really have a shot at winning. Some suggestions for the spear-armed Night Goblin units:

1) Consolidate the numbers so that instead it's around four or five 30-strong units. This frees up a few points (if only by cutting out Command), and leaves you room for a few more options.

2) Get netters (if you're using Battle for Skull Pass goblins, you might be able to convert some overhead-throwing Netters with good use of wires, green stuff, small mesh, whatever), as well as Fanatics. Fanatics are wonderful units, especially when fighting heavily armored enemies. Meanwhile, Netters proved a major increase to Night Goblin close-combat durability (especially if used alongside Hand Weapons & Shields).

The four trolls are fine, but just remember that they're not meant to handle regular Rank-and-File units unless hitting in the flank. They are great anti-cavalry (four vomit attacks often meaning a good 2-3 dead Knights / Saurus Cavalry / Whatever), decent anti-skirmish (often killing on 2's to hit and probably outnumbering), great screens, but against rank-and-file they'll be lucky to even lose only due to a banner.

Some Night Goblin Squig Herds might be helpful for your army. 20 Squigs still count as 20 Night Goblins (if I remember the FAQ right), and thus a four-herd Special Team would still give Prodda Shots. In addition, being Strength 5 they can really help to get some combat-res wounds against an enemy unit.

Two spear chukkas is fine, though more might help out for their cheapness and what they can provide (reliable anti-armor).

For what I'm suggesting (and before you make these choices, I'd suggest you listen to another O&G reader like Waaagh! or Matt):

Cut a unit of Spider Riders: +90pts.
Cut two units of Night Goblin Spearmen: +184pts.
Add 10 Goblins to each remaining Spearman unit that you can: -120pts.

Leaves you another 156pts left, which can be used for either:

1) Netters. This is enough to give each of your Spearman units remaining a set of netters.

2) Fanatics. If you didn't take Netters, six fanatics could be taken here. Could either cram one fanatic in as many units as possible, focus on the spearmen and throw two inside one unit, etcetera.

3) More Bolt Throwers. Four more bolt throwers - while making it a bit hard to use all at once without a hill - would give you a lot of anti-regimental / armor shooting.

4) Squig Herds. You could get five teams of squigs with the points remaining, which could be split up into a couple good Flank-running units.

5) Some combination of the above. Netters in three units followed by a Fanatic in two, three Squig Teams, a Fanatic, and a Netter, two Bolt Throwers and two Netter sets, etcetera.
   
Made in ca
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Inactive

Ah thank you for the response Minsc , i was wondering:

1) Are the 3 Mages geared ok?

2) How about animosity test? i was thinking if i have more units , chances are some of them might pass it.

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Made in us
Longtime Dakkanaut




LunaHound wrote:Ah thank you for the response Minsc , i was wondering:

1) Are the 3 Mages geared ok?
The gear is fine. The Baduum Staff is only useful if you intend to cast spells, but if you do it's very helpful for Goblins (as they can then, on two dice, usually cast their spells). The Sorcery staff is something I usually take, and combined with the Prodda you can get two bound spells chewing up Power Dice before any big spells are cast (or the reverse, several spells off to save the bound spells!). Staff of Sneaky Stealing is always good, as it damages the enemy's casting and improves your dispelling.

2) How about animosity test? i was thinking if i have more units , chances are some of them might pass it.
Chances are more will pass, but more will fail too. Goblins however are a reactive force, not proactive. Orcs are more dependent on good animosity rolls as they are often poorly suited to take a charge, and get major bonus' (+1 Strength) on the charge. Goblins don't get the benefits, and are just as durable offensively as defensively (but better fighting defensive). The only reason you'll have to be careful is that failed animosity means no magic casting.
   
 
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