<3000 2500 Night Goblin Tournament List - Warhammer 40K Fantasy
 

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  1. #1
    Member xceses's Avatar
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    2500 Night Goblin Tournament List

    Soo, I've been getting back into Fantasy lately and have dusted off my old night goblin warband. This is the list I'm shooting to finish for a con at the end of May. I think it is pretty nasty with an emphisis on randomness and 'd6s5' attacks. I would really appreciate criticism and commentary as I'm still pretty new to 8th edition and not sure where my weaknesses would be. Thanks for reading. The list comes out to 2500 points exactly.


    Night Goblin Warboss
    ~Great Cave Squig, Fencers Blades, Gamblers Armor, Shield

    Night Goblin Big Boss
    ~Standard Of Discipline, Great Weapon, Lt Armor, Shield

    Night Goblin Shaman
    ~Level 2

    Night Goblin Shaman
    ~Level 2

    Night Goblin Shaman
    ~Level 2

    Night Goblins ( 50 )
    ~Boss, Musician, Standard, Netters, 3 Fanatics, Spears

    Night Goblins ( 50 )
    ~Boss, Musician, Standard, Netters, 3 Fanatics, Spears

    Night Goblins ( 50 )
    ~Boss, Musician, Standard, Netters, 3 Fanatics, Short Bows

    Night Goblins ( 50 )
    ~Boss, Musician, Standard, Netters, 3 Fanatics, Short Bows

    Squig Heard ( 20 )
    ~15 Squigs, 5 Night Goblins

    Squig Heard ( 20 )
    ~15 Squigs, 5 Night Goblins

    Squig Hoppers ( 12 )

    Spear Chukka

    Spear Chukka

    Doom Diver

    Doom Diver

    Mangler Squig

    Mangler Squig

    Waaagh!

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  3. #2
    Warchief Diggah Digger's Avatar
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    Waaagh! to you too Xceses!


    Allow me to add a bucketload of my two cents.

    Quote Originally Posted by xceses View Post

    Night Goblin Warboss
    ~Great Cave Squig, Fencers Blades, Gamblers Armor, Shield
    This guy is your general. normally i'd say 'go for it!' but this guy, he's your general! your army's leadership sux, it really sux. So it needs their general's leadership AND the BSB, just to make the 4 units of 50 gobbo's perform ok. Maybe you can have something else ride the squig instead?

    Night Goblin Big Boss
    ~Standard Of Discipline, Great Weapon, Lt Armor, Shield
    sounds ok. keep him alive and he will keep your guys frm running.

    3x Night Goblin Shaman
    ~Level 2
    3 shamans aint too bad. if you switch to 1 heroshaman and one lord shaman you will have better chances of dispelling enemy spells. it may sound like a small difference, but if the enemy brings a lvl4 (he will), then he will get more bonusses for EVERY casting/dispel attempt.



    4x Night Goblins ( 50 )
    ~Boss, Musician, Standard, Netters, 3 Fanatics, Spears
    4 of these units is a nice start. You've upgraded them all to the max and made them very expensive. I would suggest removing nets from 1 or 2 units and maybe just maybe bring fewer fanatics. Fanatics are fun, but bringing more than 10 has a bit of a bad reputation because the cost is so high and all it does is add randomness to a game. so many fans will create a barrier between the 2 armies that neither player wishes to cross. Not bad ofcourse if you want to spend more time firing your artillery pieces.

    - believe it or not, for a night goblin army, i think you're still a bit low on night goblins. Probably because of al the upgrades these units have. 2 other options:
    1. You can potentially remove 10 in each unit and create a 5 units of 40. i like 40 just as much as 50 and you can spread the fanatics out over all those units. maybe remove the bosses n them all, theyre a bit pricey.
    2. you could turn all units to 40 and make one big unit of 80. 80 spearmen in hordeformation makes a very scary main unit in your centre. If they all have bows they can fire a sjitload of arrows they can even go 20 wide and stand and shoot to anything up front for 40 arrows. Not as scary as it looks and it wont win you a battle, but it has a good psychological effect on enemies marching toward you.



    2x Squig Heard ( 20 )
    ~15 Squigs, 5 Night Goblins
    looks like these two units are your fighter squads. They will rock! if anything, maybe make the unit bigger. say 20 squigs, 10 herders?

    Squig Hoppers ( 12 )
    i'm at a point where i use squighoppers as unit filler in a squigherd instead. because id rather use pumpwagons or so. but if you are set on using them as hoppers: you can use less in a unit, maybe even 2 units of 6, because theres really nothing a unit of 12 can do that a unit of 7 cannot. shave off a few points and use em on squigherdes perhaps?

    2x Spear Chukka

    2x Doom Diver
    -Doom diver's are highly effective. Don't forge these guys have no trouble shooting blind.

    2x Mangler Squig
    Another very effective addition. together with the 12 fanatics it may be a bit overkill, so i'd say again: bring fewer fanatics
    - If, after reading this, your general is still riding the Giant Cave squig, try keep him between your core units so they can still benefit from his leadership. You can just move him against your own units so he stops moving, this way he wont accidently move away to noman'sland when you throw 15" on the dice.
    - If you change to a level 3/4 shaman, try find a good spot for him during deployment. in a unit makes him safe from enemy ranged attacks, but having him go solo isnt all that bad either, because his bunker unit can and will roll animosity evey now and then. No good to forfeit your entire magicphase just because he's in a bunker unit.

    About unit deployment:
    - 50 night goblins are good at being steadfast. (so you need your general and BSB nearby to keep em in line) They will however not be able to do alot of killing, no matter which formation you use.
    My best results are when i put them 5 wide and very deep, to get rankbonusses, steadfast and a small frontage so less enemies can attack in fight.

    - squigherds are your main combat units. theyre also very fragile, so it would be really nice to manage to get these guys in someone's flank.
    mine work best in 7 wide for maximum guys to fight. but 6 or 5 wide can do for smaller units. 15 squigs will probably sustain casualties before fight and can afford to go 5 wide and still have all squigs fight. anything bigge i suggest going for 7 wide unit.


    Digger
    Eternal Newbie

    Warchief Diggah o da Bloodmoon Squiggahs

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