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				<title>Orcs and Goblins, 1000 point - Learning Fantasy!</title>
				<description><![CDATA[ Hello there everyone, long time <span class="glossaryitem" onmouseover='gp(3);'>40k</span> collector here. Thing is, over the years I've amassed a few fantasy orcs and goblins.<br /> <br /> All in all, I have pratically misplaced nearly every part for two chariots (which I found, didn't want to be assembled, it was a complete mess to put together). Other than that, I have:<br /> <br /> 1 Night Goblin Big Boss<br /> <br /> 1 Night Goblin Shaman<br /> <br /> 25 Orc Boyz  (full command included)<br /> <br /> 30 Orc Arrer Boyz<br /> <br /> 20 Night Goblins (w/ f.c.)<br /> <br /> 20 Night Goblins (w/ f.c.)<br /> <br /> 20 Night Goblins Archers (w/ f.c.)<br /> <br /> 10 Night Goblin Spider Riders (w/ f.c.)<br /> <br /> 1 Troll<br /> <br /> I got the miniatures from a couple of Warhammer 6th boxes I bought, and the BfSP boxed set. I still have a couple of Boars, but only the legs for one Orc, which I was thinking of using in the Orc Boyz regiment (reducing it to 23, don't know if it's viable).<br /> <br /> Anyway, regarding unit organization, I've found that putting together the Arrer Boyz in a 5 x 4 regiment doesn't work all that well, because of positioning. Does anyone have any tips? Should I field them in two units of 10 or something?<br /> <br /> I also have the large Orc Warboss that came in the Warhammer Online special ed. box, should I run him with my boyz? He's everything a proper orc should be, but he's just to large to comfortably fit there.<br /> <br /> Anyway, thank you for any and all opinions, as I am at a complete loss at how to play fantasy <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 20:57:04]]> GMT</pubDate>
				<author><![CDATA[ Destrado]]></author>
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				<title>Orcs and Goblins, 1000 point - Learning Fantasy!</title>
				<description><![CDATA[ Well not a big expert on greens but I do know these tips<br /> <br /> Night goblin characters arent too useful, 'upgrade' them for that better <span class="glossaryitem" onmouseover='gp(82);'>LD</span>. Orcs are good with either choppa and shield or 2 choppas. +25 is a good number and a Black Orc with them can keep them in line. Night goblin units should be big (like +30) and should have fanatics who can really dish out pain. Arrer boyz are cool I guess. Use them kinda like normal boyz (dont be afraid to charge a weak unit!). Maybe run them 6x3 for some flank protection. Spider riders should be used as flankers, I'd say musician only in units of 5-6 spiders. Lone trolls wont do much unfortunately. <br /> <br /> May also consider getting warmachines, they add good shooting]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 01:01:02]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Orcs and Goblins, 1000 point - Learning Fantasy!</title>
				<description><![CDATA[ Hello and welcome to the greenskins!  What fun we have.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> First, I'm sad to hear about the arrer boyz, I was thinking of running somthing similar, taking a unit of 20 w/ full <span class="glossaryitem" onmouseover='gp(184);'>cmd</span> and using their volley fire each turn until they get into combat, where they can still hold their own.<br /> <br /> From what I see you have, what I would do is combine your night goblins into a larger block, 30-40 models large.  Give them a standard and musician, plus nets and 2 fanatics, I usually repeat that build 4-5 times per army list for higher point games.  Very good tarpit unit, and fanatics ALWAYS cause an opponent to pause about their battle plans.<br /> <br /> The spiders are a pretty good unit, run them as a single unit of 10, or two units of 5, either way works.  Their best use is to go after warmachines (obviously) but I also have had success charge baiting enemy units off the board.<br /> <br /> I'd almost follow the same format with the boyz as I do with the&nbsp;night goblins, if you're going to take them, take them in large numbers, NEVER take an orc or goblin infantry unit under 20 models, just a waste.  Boyz have the ability to be upgraded to big'unz and given the banner of butchery, which can make for all kinds of fun S5 attacks in one round of combat.<br /> <br /> That goblin shaman can come in handy, keep him as a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1, or go for broke and make him a  <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4, either way give him the staff of sneaky stealin (great magic defense item).<br /> <br /> Another option for magic defense, is on that big'uns unit, take the spirit totem instead of the butchery banner, +3 dispel dice is huge.<br /> <br />  Kenshin is right about night goblin big bosses, not that useful.  Best use if just give em a great axe and stick them in a unit of night goblins.  He's 35 points, but gets 3 attacks at WS4 S6.  Yeah he'll have no save, but with T4 and nets from the unit, even chaos warriors are wounding on 5s (assuming no halberds or <span class="glossaryitem" onmouseover='gp(50);'>GW</span>).  So it'd be in the unit's best interest if the enemy decided to waste attacks on him.<br /> <br /> I try to put two of them in a unit, adds 70 points to the unit cost, but what they do is worth it <span class="glossaryitem" onmouseover='gp(71);'>imho</span>.<br /> <br /> Anyway, that's all for now, I'll come up with more stuff later.<br /> <br /> p.s - I still like chariots, especially our cheap hard hitting ones, try and get em in your llist!]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 11:04:25]]> GMT</pubDate>
				<author><![CDATA[ greenbay924]]></author>
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				<title>Re:Orcs and Goblins, 1000 point - Learning Fantasy!</title>
				<description><![CDATA[ Another good use for the Goblin big boss is to make him a <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> and give gim the spider banner, in al large unit say 40+ with arrows, posined attacks are great.  and as previously stated, large numbers are always good. Banner of butchery is good for boyz but if you have black orcs spirit totem is better and put the butchery bannner on the black orcs.  I run my boyz in aunit of 30 with add choppa big'uns and fcmd with spirit totem. makes them a unit that you really want no part of.]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 16:19:13]]> GMT</pubDate>
				<author><![CDATA[ Titankiller17]]></author>
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				<title>Orcs and Goblins, 1000 point - Learning Fantasy!</title>
				<description><![CDATA[ Thank you very much for all the answers! I will try to make a big block (roughly the 40) Night Goblins, five ranks deep (that allows for the maximum bonus, right?) - the part about two night goblins bosses in a single unit is also fun, will definitely try that.<br /> <br /> Too bad I don't have another 20 goblin archers, otherwise the Spider Banner would have been a must...<br /> <br /> I was considering getting some Black Orcs, and the Butchery Banner sounds really great, then again, so does the Spirit Totem! Will definitely experiment (and also, putting a Black Orc in a Boyz mob seems pretty much a no-brainer).<br /> <br /> Still, could somebody help me with the organization of the arrer boyz? <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Thank you for your time!]]></description>
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				<pubDate><![CDATA[Fri, 24 Sep 2010 13:19:37]]> GMT</pubDate>
				<author><![CDATA[ Destrado]]></author>
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				<title>Re:Orcs and Goblins, 1000 point - Learning Fantasy!</title>
				<description><![CDATA[ Your best bet with the arrerr boyz, use them as the last line of defense between enemy units and your warmachines.  Almost every army has warmachine hunters that'll be going after yours.  Take the arrers in two units of 15 with musician, keep em wide enough for all of them to fire, until something gets close than rank up into 5x3 and keep shooting.  Yes, the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is bad, but most warmachine hunting units are very small with low saves, so even 1-2 wounds a turn can take out their effectiveness.  Not a bad use for a unit running 95 points.]]></description>
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				<pubDate><![CDATA[Sat, 25 Sep 2010 04:26:47]]> GMT</pubDate>
				<author><![CDATA[ greenbay924]]></author>
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