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		<title><![CDATA[Latest posts for the thread "Pure normal goblins 1k force"]]></title>
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				<title>Pure normal goblins 1k force</title>
				<description><![CDATA[ I looking to make a pure Goblins force as we don't need no stinkin Orcs. I already have a ton of Orcs and Night Goblins, but an army of regular goblins seems to fun to pass up. Trying to come up with a 1k list and build up from there. Any advice on improving the list below would be appreciated.<br /> <br /> Heroes<br /> Goblin Shaman<br /> Level 2<br /> <br /> Goblin Big Boss<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> Razor Standard<br /> <br /> Goblin Big Boss<br /> Light Armour<br /> Enchanted Shield<br /> Sneaky Skewerer<br /> <br /> Core<br /> Goblins (49)<br /> Shields<br /> Full Command<br /> (Goblin Big Boss)<br /> <br /> Goblins (48)<br /> Shields<br /> Full Command<br /> (Shaman and <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>)<br /> <br /> Special<br /> Goblin Spear Chukka (2)<br /> <br /> Goblin Rock Lobber (Could be replaced with 2 more spear chukkas)<br /> <br /> Rare<br /> River Trolls (3)<br /> <br /> Total: 997]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 05:38:21]]> GMT</pubDate>
				<author><![CDATA[ Plastic People]]></author>
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				<title>Pure normal goblins 1k force</title>
				<description><![CDATA[ Well I know its for fluff but vanilla goblin units are just too much at a disadvantage to nights but you're probably dead set on them. Maybe drop the big boss to up the shaman to a great shaman. I dont think river troll upgrade is all that useful, could use those points to get some chariots or something]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 06:48:52]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Re:Pure normal goblins 1k force</title>
				<description><![CDATA[ Drop the troll upgrade. Give your <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> some armour and a shield to up his save. Enemies that know how to beat goblins will be beelining towards this guy to kill him. As re-rolling leadership tests will make you far less likely to run away when a panic starts ( and it will ). Agreed that to help your troops out you might need a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 to limit damage from magic and get some more beneficial spells out for yourself. ]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 10:57:56]]> GMT</pubDate>
				<author><![CDATA[ Lexx]]></author>
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				<title>Re:Pure normal goblins 1k force</title>
				<description><![CDATA[ O there will be panic, I fail <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 rolls regularly in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> Thanks, I don't know why for the life of me I skipped giving my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> armour and a shield. I decided to drop the trolls all together in favor of another rock lobba. I think I will fail too many stupidity tests to make the trolls useful. Upgraded the <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 shaman to a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4. I have 14 points left over that I am not quite sure what to do with. I would like to give the shaman something else but I'm not sure what. I could remove a rank from each goblin unit. In doing so would free up 68 points. This could get me a chariot and/or some gear for the shaman.<br /> <br /> I know that Night Goblins are superior to vanillas, but I wanted to make a fluffy army for a summer campaign coming up and Grom will be leading the way. When said and done there will be around 250+ goblins on the field.<br /> <br /> <br /> Lords<br /> Goblin Great Shaman<br /> Level 4<br /> <br /> Heroes<br /> Goblin Big Boss<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> Razor Standard<br /> Light Armour<br /> Shield<br /> <br /> Goblin Big Boss<br /> Light Armour<br /> Enchanted Shield<br /> Sneaky Skewerer<br /> <br /> Core<br /> Goblins (49)<br /> Shields<br /> Full Command<br /> <br /> Goblins (48)<br /> Shields<br /> Full Command<br /> <br /> Special<br /> Goblin Spear Chukka (2)<br /> <br /> Goblin Rock Lobba<br /> <br /> Goblin Rock Lobba<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 14:14:32]]> GMT</pubDate>
				<author><![CDATA[ Plastic People]]></author>
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				<title>Pure normal goblins 1k force</title>
				<description><![CDATA[ Hmm now that I think about it you could swap the sneaky skewer for a <span class="glossaryitem" onmouseover='gp(50);'>GW</span> on that big boss. Better chance of wounding and makes him slightly cheaper. You may lose out on armor but they're goblins so they dont really have much resistance to high S attacks anyways]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 14:54:19]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Pure normal goblins 1k force</title>
				<description><![CDATA[ S3 armor piercing won't do much.<br /> <br /> You also lack hitting power, and the real strength of goblin armies, stupid numbers of big bosses.<br /> <br /> I'd do the characters like this:<br /> Goblin Warboss, Mortogs best basha, shield, armor of destiny<br /> Goblin Shaman, dispel scroll<br /> Big Boss, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, light armor, charmed shield<br /> 2x Big Boss, great weapon<br /> 2x49 goblins, shields, full command<br /> 2x spear chukkas<br /> 2x rock lobbers (swap for chariots if you have them, especially in smaller games, where you don't have the same saturation of targets).<br /> <br /> The big bosses act as extra hitting power, and make you take less wounds (because they have to be singled out, are +2 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and +1 toughness over rank and file).  Make sure that you use them in groups, that way you're more likely to have one survive to swing.  Think of them as common goblin fanatics; hit hard, totally disposable, better in groups.<br /> <br /> I did very well with my pure goblin army once I started putting 2 heroes with great weapons in every infantry block.  Once I ran out of hero points, I stopped buying infantry blocks.  Worked from 1000 points up to 3000 in a building league.<br /> <br /> As a final note, never put the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and the general in the same unit.  The added leadership is so critical you cannot risk losing them both at once.<br /> <br /> -Matt<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 18:12:47]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Re:Pure normal goblins 1k force</title>
				<description><![CDATA[ Agreed that giving a lot of big bosses great weapons to supplement your goblin infantry blocks will really help give them more resolution and punch in a fight. The newer list looks better. I would give the Shaman a ward save as some insurance.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 22:49:26]]> GMT</pubDate>
				<author><![CDATA[ Lexx]]></author>
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				<title>Pure normal goblins 1k force</title>
				<description><![CDATA[ Yes. The <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will slow you down, though, so I'd recommend getting some variety in there too (I'd say 1:1 great weapons to other stuff, or 2:1).<br /> <br /> - Lucky's Dirk (against a character, you're S5 A4, at least)<br /> <br /> - Tricksy Trinket + Wallopa's One-Hit Wunda' + Potion of Speed (75pts, and as close to a goblin assassin as you can get)<br /> <br /> - A regular Sword of Might for O&G is cheap. And hey, he can hit ghosts now.]]></description>
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				<pubDate><![CDATA[Sun, 9 Jan 2011 00:11:52]]> GMT</pubDate>
				<author><![CDATA[ Warpsolution]]></author>
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