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		<title><![CDATA[Latest posts for the thread "NG vs. HE "]]></title>
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				<title>NG vs. HE </title>
				<description><![CDATA[ Started a night goblin army for sheer fun factor, but realized i may have some trouble due to my army fearing my opponent! Does anyone have a decent recommendation for stopping a magic heavy high elf army?]]></description>
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				<pubDate><![CDATA[Sat, 19 Sep 2009 20:56:01]]> GMT</pubDate>
				<author><![CDATA[ Twoshoesvans]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ Stopping magic: Grab lotsa Dispel Scrolls and the Idol (Totem?) of Gork (Mork?)<br /> <br /> To stop fear, take Grom the Paunch. Worth every point against elves.]]></description>
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				<pubDate><![CDATA[Sat, 19 Sep 2009 21:59:09]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Re:NG vs. HE </title>
				<description><![CDATA[ Cryo has the rights on this one.  And fanatics make all elves cry.  Especially their very expensive caverly.  "Take that you snobby <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> elitist!  Taste fanatic fury!"<br /> The key is that you can stand to take losses, they cannot.  Big blocks, fanatics, squig hoppers, and giants all help out here.  Go Greenies!]]></description>
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				<pubDate><![CDATA[Sun, 20 Sep 2009 05:51:15]]> GMT</pubDate>
				<author><![CDATA[ Gobstomp420]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ A note of caution: Be VERY, VERY afraid of Pheonix Guard.]]></description>
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				<pubDate><![CDATA[Sun, 20 Sep 2009 06:34:17]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ I would suggest skatsnik and a couple <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2 mages and a <span class="glossaryitem" onmouseover='gp(174);'>Bsb</span> with the red banner. That way not only do you have magic defense, but psychology defense also.]]></description>
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				<pubDate><![CDATA[Sun, 20 Sep 2009 08:46:27]]> GMT</pubDate>
				<author><![CDATA[ mtw1983]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ You have three lord choices, really:  (Night) Goblin Warboss, Skarsnik, or Grom.  The (Night) Goblin warboss has the lowest leadership (unless a Night Goblin), but is by far the cheapest of the three options (so if going for quantity v quality..).  Skarsnik is a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. 8 Night Goblin.  Best leadership you'll <i>ever</i> get with straight Night Goblins. He's also the most 'durable' of the infantry characters you can get (having 6 wounds at T4).  Grom is good for his "immune to fear from Elves" rule, as well as his "I killing blow Elves on a 5+".  He needs to hit alongside units though, and is still stupid-vulnerable to Repeater Bolt Throwers so he'd need screening until the later turns.<br /> <br /> For other heroes, if you aren't taking Grom the Red Banner is your only Magical <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> option (assuming you choose to take one, which at anything under 2000 you <i>really</i> should considering how low a solely Night Goblin army's leadership is).  The Spirit Totem would be great... but would require either an Orc unit or an Orc <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.  Ouch.<br /> <br /> Heroes there's a few options.  For Wizards, the staff of Sneaky Stealin' is helpful (50pts essentially nails you another Wizard in terms of the Dispel Phase, and you can take that die [by my interpretation] from a Wizard of your choice), as well as either some dispel scrolls or the Staff of Sorcery (since at most you're probably only going to get 5 Dispel Dice, so the +1 could be very helpful).  <br /> <br /> Your standard Night Goblin unit is intended to be a tar-pit.  You want to outnumber the Elves.  A lot.  At least 30 a unit, with a Standard, Musician, Nets, and - if you have the points - 2-to-3 Fanatics each.  Hand weapons and shields are preferable to Spears.  Netters allow your Night Goblin units to take a lot of damage and keep functioning.  White Lions will still tear through the Goblins like butter, but everything else is slowed down thoroughly.  Ex if you get the nets off:<br /> High Elf Spearmen, Bowmen, etc will get about two kills at around 14 attacks.<br /> Swordmasters will get five kills in (about) fourteen attacks.<br /> Phoenix Guard are getting around 3 kills at 14 attacks.<br /> Etcetera.  And your Night Goblin units are going to probably - even with Fanatics - be much cheaper than the High Elf units getting this many attacks.<br /> <br /> Squigs and Squig Hoppers are kinda meh against Elves.  They're Immune to Psychology, but very easy to kill with minimal effort due to the wonder that is Always Strike First.  War Machines are what I would suggest for Special Choices, but if going 100% Night Goblin with no non-Night Goblin models you're probably going to want to skip Special and just take Doom Divers as your rare for their ability to basically shoot Fanatics.  <br /> <br /> If you want some Combat-Res wounds, some good ideas for Heroes are:<br /> 1)  Martog's Best Basha.  Your I bonus doesn't matter, but the WS5 should you harder to hit while the S5 lets you hit hard enough to kill most non-Phoenix Guard on 2's.  If you want to kill them on 2's, just tack on the 25pts for a Tricksy Trinket:  If using a Lord with this combo, you're hitting on 3's, wounding on 2's, and they're just going to drop from this.  <br /> 2)  Shaga's Screamin' Sword.  This one is only helpful if your opponent likes to clump his characters, but if so enjoy your +2S & +2A (or better!) magic weapon.  Limited more-so than the Best Basha in that anything past +1 strength but less than +3 is wasted against non-Cavalry Elves, but the additional attacks can make up for such.<br /> 3)  Ulag's Akrit Axe.  You only get the +1 strength the first round of combat (boo), but with the re-rolling failed to hits it'll hopefully be enough (even when failing a fear test the bearer should get at least one hit-and-kill using this weapon).  <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 20 Sep 2009 17:25:40]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ After reviewing the army list and taking in some suggestion i dont think i will be taking solely night goblilins, but it still will be  a night goblin themed army.<br /> <br /> Fast Calvary in the form of spiders most likely, spear chukkas, and much much more!<br /> <br /> i had the illusion the night goblins would be cheap units, but add shields to a squad of 40, then some nets, followed by 150 points in fanatics goblin squads become quiet pricey.<br /> <br /> In terms of those high elves i dont expect any phoenix gaurd or white lions. Mainly cavalry, spear throwers, swords of hoeth, and more magic. <br /> <br /> Edit: Are the archers a good bet? how do you set up a night goblin ranged unit rank wise? and do fanatics go here as well?]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 23:44:25]]> GMT</pubDate>
				<author><![CDATA[ Twoshoesvans]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ Add to the above x4 spear chukkas to keep any dragon hiding from your battle line.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 11:35:51]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ Just take slightly bigger units. You will reduce your maneuverability a bit but with a decent amount of fanatics you shouldn't have to worry too much about flank charges from cavalry and such. <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> is less threatening when everyone has nets and the sneaky staff and idol should put a cramp in his magic phase. ]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 05:31:03]]> GMT</pubDate>
				<author><![CDATA[ whitestagg]]></author>
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				<title>NG vs. HE </title>
				<description><![CDATA[ Well i have 2 spear chukkas, a doom driver, 3 trolls, 30 spider riders,200 night goblins, 60 night goblin archers, plus assorted heros, paunch and the other hero with gobbla.<br /> <br /> i was planning on taking 3 units of 40 goblins with shields, nets, muso, and fanatics, 2 units of 30 goblins with bows and 2 fanatics, the spear chukkas, the doom driver, and 10 spiders. 1 standard bearer, 2 mages, and 1combat hero.<br /> <br /> I am worried about the trolls because of their unit size, as well as their stupidity. I am also worried about using the spiders, i dont know weather or not it is more effective to use them as 1 big unit or two.<br /> <br /> And for the archers, how many ranks are advisable? 2 ranks of 15? with fanatics just in case? while hoping a stand and shoot reaction goes well?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 24 Sep 2009 19:55:17]]> GMT</pubDate>
				<author><![CDATA[ Twoshoesvans]]></author>
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				<title>Re:NG vs. HE </title>
				<description><![CDATA[ I have only played 3 1k point games as high elves and never played goblins but I can tell you just by generally knowing what most goblin units do... You will fear the repeater bolt thrower, phoenix guard, mages, and archers can probably actually do something against goblins? Then it's just standard elven trickery. So yeah maybe use fanatics or something to take care of the bolt throwers before they massacre you. Um take dispell scrolls and or mages just for dispell dice. Find a way to deal with phoenix guard, best to shoot and magic them down or goblins are gona get feared and run down.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 05:47:43]]> GMT</pubDate>
				<author><![CDATA[ Callum]]></author>
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				<title>Re:NG vs. HE </title>
				<description><![CDATA[ <blockquote><div><cite>Callum wrote:</cite> You will fear the repeater bolt thrower,</div></blockquote> How many of them?  One should never cause a panic check in Goblin Units until at least turn 3, assuming good rolling on the Elf's part.<br /> <blockquote class="uncited"><div>phoenix guard,</div></blockquote>Very much this.  "Oh hai, I ignore 50% of the casualties your Fanatics Caused".  Someone with the Tricksy Trinket is your best bet at taking Phoenix Guard down, next to the standard "overload them with saves to make" tactic.<br /> <blockquote class="uncited"><div>mages, and archers can probably actually do something against goblins?</div></blockquote>Archers, probably not unless they focus one-unit at a time.  Mages are the bane of Goblin Armies, however:  With the change from 6th to 7th Edition, no longer can Goblins round out with a good 2-3 mages, a Leadership Lord, a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and a Big Boss in a 2K point game.  Now they must focus on either combat killy, magic offense, magic defense (it's rare to get both at once with a Goblin army), or leadership in most games under 3K.  If the Goblin doesn't focus on magic defense, odds are they're only going to get 3-5 dice <i>max</i> for Dispel, and maybe 1-2 scrolls.  If they focus on magical defense, then odds are they either lost their <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and are <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. 7-or-less when in range of their general (or both).  <br /> <br /> Best hope for Goblins is to just weather magical onslaughts with numbers.  "Oh dang, you killed nine of my Goblins with that magic missile.  At least that's not enough for a Panic Check." <br /> <br /> <blockquote class="uncited"><div>So yeah maybe use fanatics or something to take care of the bolt throwers before they massacre you.</div></blockquote>  Foot of Gork tends to do wonders, as do Spider Riders bolting through difficult terrain.  Or, worst come to worse, use your Snotlings as a screen:  No one can see over them, but you don't require <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to cast Foot of Gork.<br /> <br /> <blockquote class="uncited"><div>or goblins are gona get feared and run down.</div></blockquote>Just about.  You have to remember though that Goblins lose their fear of Elves when they outnumber them at least two-to-one in Unit Strength.  So your 30-big Night Goblin unit doesn't fear those 8 Swordmasters until down to 16 models.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 19:32:07]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
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