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		<title><![CDATA[Latest posts for the thread "Night goblin/normal goblin difference?"]]></title>
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				<title>Night goblin/normal goblin difference?</title>
				<description><![CDATA[ Is there any difference between normal gobbos and night gobbos profile and rule wise?<br /> <br /> PLEASE HELP!!<br /> <br />  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">M.K <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 12 Feb 2011 00:40:03]]> GMT</pubDate>
				<author><![CDATA[ Matt.Kingsley]]></author>
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				<title>Re:Night goblin/normal goblin difference?</title>
				<description><![CDATA[ I think Night Goblins have a drop in <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> and <span class="glossaryitem" onmouseover='gp(123);'>Str</span>, but are much cheaper.<br /> <br /> the O&G book will have this information.]]></description>
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				<pubDate><![CDATA[Sat, 12 Feb 2011 02:37:57]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Night goblin/normal goblin difference?</title>
				<description><![CDATA[ Yea whit the new book still on preorder i can't really say what the new differences are.]]></description>
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				<pubDate><![CDATA[Sat, 12 Feb 2011 08:17:19]]> GMT</pubDate>
				<author><![CDATA[ HoverBoy]]></author>
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				<title>Re:Night goblin/normal goblin difference?</title>
				<description><![CDATA[ Night Goblins +1 I and -1 Leadership across the board including characters.<br /> <br /> Cost between night goblins and regular gobbos is the same, except for characters where night goblins are cheaper.  <br /> <br /> Both goblins cost the same base cost, night gobbos have <span class="glossaryitem" onmouseover='gp(59);'>HW</span>+ Shield, regular have <span class="glossaryitem" onmouseover='gp(59);'>HW</span> + Light armor.<br /> <br /> Night gobbos can trade a <span class="glossaryitem" onmouseover='gp(59);'>HW</span> for spear for free and/or trade their shield for a bow<br /> <br /> Regular gobbos have to pay for every upgrade, all upgrades cost the same, and the upgrades include shield, spear, and/or bow.  1 upgrade increases the gobbos cost by 18%, 2 upgrades by 33%, and 3 upgrades by 50%.<br /> <br /> Only Night goblins have nets and fanatics. <br /> <br /> Only regular goblins have the new nasty skulkers, yes they can only be hidden in regular goblin units.<br /> <br /> Nets and fanatics are as nasty as they were before, point cost is about the same except nets cost 10 more points now.  Nasty skulkers are S3 WS2 I2 with 3 attacks.   They have always strike 1st and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> attacks.  On the turn they come out they have <span class="glossaryitem" onmouseover='gp(527);'>KB</span>.<br /> <br /> There are 2 good magic combos for Nasty skulkers.  The frontal assault option is the itching spell from the gobbo lore lowers both movement and initiative of an entire unit by <span class="glossaryitem" onmouseover='gp(24);'>D6</span> (minimum 1).  At that point <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> I2 skulkers would gain rerolls to hit for their <span class="glossaryitem" onmouseover='gp(527);'>KB</span> if the itching spell drops the other side's I stat to 1.  The other option is if the skulkers can get a rear or flank attack the signature spell naughty stabbin for little waaaagh gives a unit rerolls to hit and wound if they are in the flank or rear.  With either combo there is up to 3 very inexpensive unit champions with 3 <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> <span class="glossaryitem" onmouseover='gp(527);'>KB</span> attacks each with rerolls to hit.<br /> <br /> On the topic of magic: night goblin shaman must use their magic mushrooms every turn, but they are far less dangerous.  If the mushroom die is a 1 then roll another die, on a 4+ the spell fails and the shaman takes a wound, on a 1-3 nothing bad happens.  Supply of mushrooms is unlimited, so night gobbo shaman add a mushroom die every time they cast a spell.<br /> <br /> If the goal is a steadfast unit <span class="glossaryitem" onmouseover='gp(59);'>HW</span> Shield night gobbos is probably still best.  They are cheap, and a 6+ ward combined with netters is still the most defensive combination gobbos can do.<br /> <br /> The new mangler squigs/chain squigs that act like fanatics<b> can not join</b> night goblin units.  They start off deployed outside any unit, move <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>, die if they roll a triple, and the player does not roll scatter dice until after the squigs have hit a unit.  After they hit a unit they move with a scatter die like fanatics but roll <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>.]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 16:32:08]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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