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I love working out fun new lists that look fun to play, if they turn out to be competative on the table thats just a nice bonus.
I'm trying out my mobile list (posted elsewhere on this forum) hopefully tomorrow so have been thinking about my next, fun, list.
I watched quite a few matches at a couple of tournaments and fun days recently and realised that I very rarely have much of a shooting phase, normally a couple of Doom Divers and maybe a few Goblin short bow shots to work out, so, I decided that my next list will incorporate a lot of Pew!Pew!
This is not a full army list just the shooting section, I will try and build an actual army around this once I've thought it through a little more.
I'd really appreciate any comments you may have.
4x Spear Chukka
2x Rock Lobber
2x Doom Diver
2 units of 20 Goblins in 10x2 formation with Short Bows, Shields, Musician and 3 nasty Skulkers in each
18 Goblin Wolf Riders, Full cmd, Shields, Short Bows, Spears
1 Goblin Big Boss - BSB, Spider Banner, Giant Wolf, Short Bow, Light Armour, Shield (In Wolf Rider unit)
Gitlilla the Hunter - (in Wolf Rider unit)
Basic tactics would be -
Keep all warmachines together (maybe staggered to try and avoid overruns if something does get into the line) Doom Divers central, lobber either side, 2 chukka's either side of those.
Unit of Goblins to each flank of the machines.
Wolf Riders deployed centrally in front of the warmachines.
Goblin archers would stay put, defending flank of the warmachines. If something gets to close reform (hopefully swift) into 5x4 formation. With stand and shoot and then the Skulkers, this should soften up most units pretty well and then hold them for at least a turn or two.
Wolf Riders with BS4 and poisoned attacks should be pretty fun (especially if I can get Gift of the Spider God on them also! ), target for these would be decided on the fly. Would attempt to keep these out of close combat and mobile. Shoot and run tactics and getting BSB re-rolls where helpful.
Last edited by ashen1973; April 20th, 2011 at 10:42.
That's a lot of shooting.
How many points will the entire army be?
You could increase your firepower with some shamans.
Maybe a warboss with wizarding hat too? Or a ruby ring of fire?
The more Magic missiles the better
Putting your BSB in the wolfriders is a bit tricky. It will send your main leadership boost away from your main force. But the bs4 poisoned attacks sound nice
I would add 2 units of 5 spiders to help your wolves on the other side of the board. They are cheap, but can draw most fire away from gitilla. (And if they don't shoot them you just charge their warmachines).
'Its better to have a swordmaster and not need her help, then to need her help and not have her'
Byjugo's WIP Thread
Some nice idea's here, thanks
If I'm honest, I've put little to no thought into the rest of the army or just how this lot will work together with other troops.
This just looked like a lot of shootin' and a lot of fun to play with. Im going to see about building the rest of the army up over the weekend.
Will probably end up 2500 or maybe 3000 points.
As it stands its currently 1222 points and, by chance, actually works out at a legal list all on its own! (248 Hero, 504 Core, 140 Special, 330 rare).
Wolf Chariots have short bows!
Wolf & Spider Riders would be better as harassment & re-directing units to me in smaller numbers...
Savage Arrer Boyz have the duality of being as good at shooting as any other core choice, but better in combat...
I will probably include a unit of wolf chariots in the final list, they are turning out to be one of my favourite units from the new rules.
As Byjugo suggested also, I'll probably end up throwing a couple of units of 5 Spider-riders in the final list (the amount of units depends on the total points I end up going to). Would like at leats one running with the Wolf Riders, to draw of attacks on a flank.
I did consider Orc Arrer Boyz (normal boyz though, as i actually have the models for those already), but, then thought about the role the archer units are playing in the 'gunline'.
In the majority of games it will take my opponent 2 turns to get to the flanks of the warmachines (there will always be some troop units in front of the centre so I doubt any cavalry/skirmishers etc.. will get through this way).
So on turn 2 (or maybe even 3) an enemy gets into combat with an archer unit (maybe even one enemy on each flank). The gobbos will have used a stand and shoot and then throw out their Skulkers and should take out a few models of most units before being wiped out or running away. I'd always attempt to deploy the warmachines in some some of staggered layout to lessen the probability of overuns from one to the next and try and get the Gobbos at an angle so any overuns from them will not hit a warmachine.
This would mean that the enemy probably won't get into the spear chukka's until turn 4 at the earliest. By this point most of the bigger troop units will be engaged in combat so the spear chukka's job will be done. The enemy then has 2 chukkas, on each flank to get through before hitting the lobbers (which maybe still being useful).
I would have to be pretty unlucky to lose the Lobbers in 6 turns and I really can't see the Divers being taken out, so, the gobbo's are probably good enough for that postion.
That being said, if I do have the points spare, then upgrading to Arrer Boyz would be a good idea, even if to just save me losing some points of warmachines. I don't think I would choose Savage's though as it would be to easy for an enemy to exploit their frenzy and pull them away from the warmachines into a position I wouldnt want them in.
To be fair, with a BSB nearby it wouldn't be as easy as you might think to lure Savage Boyz away... not like in 7th edition where you'd spend most movement phases asking your opponent 'so where are you taking these guys now?'
I think it would be quite a good idea to come up with a list that has every single model armed with a bent stick and a few pointy sticks... might post up a 2000pts list if you don't mind me doing so...