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To the mod. Please move this to the army list section. I was trying to post it there and it kept replying with "You must enter a tag or tags when posting new threads. Tags are keywords describing the topic of the thread which can then be searched or bookmarked." There was a byline section but no section to enter a tag so I posted it here instead.
Hey everybody. I'm trying to redo my O&G army for the new army book. I decided I wanted to have a go at straight night goblins. I don't know as it will be overly successful but I think it will be fun. I was nervous to go with magic because frankly the new miscast table kind of frightens me and I liked it better when one level 4 gobbo shaman that gets fed power dice by the little level 2's I have never used a special character in a main army (I usually throw them in as points sinks until I finish painting) but I really thought that in a deck themed like this I couldn't turn Skarnik down. So, anywho...here is the list. Please be critical but remember that I am trying to go with straight night goblins...also, if anybody can tell me if you are still allowed to have an extra hero if all your characters are goblins I would be very thankful.
Skarsnik - 205
Night Goblin Shaman - 130
- Level 2
- Madcap Mushrooms
- Dispell Scroll
Night Goblin Shaman - 130
- Level 2
- Magic Mushrooms
- The Pipes Of Doom (how can you not want to include it
Night Goblin Big Boss - 76
- The Horn of Urgok (used in conjunction with the pipes o'doom)
- Light Armour
- Great Axe
2 x Night Goblins - 450 (225 each)
- 30 Models w/ spears
- Full Command
- 2 Fanatics
2 x Night Goblins - 390 (195 each)
- 30 Models
- Full Command
- 2 Fanatics
3 x Night Goblins - 189 (63 each)
- 20 Models
2 x Night Goblin Squig Hoppers - 180 (90 each)
- 6 Riders
2 x Night Goblin Squig Herd - 240 (120 each)
- 4 Teams
I'd probably just blow the last 10 points on 3 more gobbos. So what are your thoughts?
Personally, I would take out the madcap mushrooms and the great axe, and make the big boss into a BSB. As Night Gobbos, you'll need all the help you can get with break tests. Maybe take away the horn and use the other 10 points to give him a Big Red Banner so your guys don't run from shooting either.
I'd also take away one of the bow units and divide the gobbos amongst the 2 hand weapon units, making them 40 each. Greenskin bow units aren't that great anyway, and goblins even less so due to short range and bog-standard strength and BS.
Also, I'd condense the squig units together. Prevents them suffering crippling shooting losses too soon and gives them a heavier punch. Plus the more units you have, the more difficult it is to manouver.
It will be a fun list, but you are short on cavalry. I know you are doing a theme list, so convert some Night Gobbo's to be spider riders.
You stated you are worried about magic, but you can't play that way. Drop the other Boss and take a Shaman. You have NO Cav or Artillery. The shamans can act as you artillery blasting away.
Also, don't be so quick to close. Move close enough for the Shaman Magic to get in range and blast away. Make sure you have a magic missle on each shaman. Make him come to you causing the Fanatics to come out, then you take the fight to him if you get good Fanatic rolls. If the Fanatics don't hit him then back up all te while using magic to blast him.
Send the squiggs straight at his best units.
40K: Tyranid, Necron, Space Wolves
Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves
Skarsnik is the daddy, full stop :w00t: His prodder causes nasty things to happen. I would say however that you are missing any punch from shooting, you should be able to squeeze in a couple of spear chukkas just for taking out knights and ranked up units. I am working on a similar themed army myself but just not quite sure how to balance it out.
Helper monkey, bring me beer and donuts
Battle standards are worth their weight in gold in night goblin lists, especially when you're packing skarsnik and his sweet ld.
Haven't been very impressed with bow goblins, they just have poor range and an unimpressive BS to boot and with a min squad size of 20, raking them up effectively is rough. My advice would just be to fold the wounds into the other units to make them more damage resistant. I like spears, but have been really unimpressed by hand weapons, it's alot more valuable to have double the attacks than an extra 1 in 6 goblins living.
Squig hoppers can be game winners, but six models is a little light, 8-10, lets you obliterate most foes in combat with a high degree of certainty, which is important because you have no ranks or standards. On the plus side, they are a good cavalry equivalent and can maul their way through an opponents whole army.
You need more than two squig herds to a pack, 10 models with no saves just gets knocked out way to easily, even for 60 points, they really aren't gonna do much.
Small point of advice when deploying, it's better to have a large frontage of 6-7 models to get more goblins engaged and if you have 35-40 per unit, you'll generally enjoy the max rank bonus as well. I've done wonders with 35 spear toting night goblins with a 7-man front.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
I loved playing all goblin armies until this pesky new book gelded them. The little waagh is a shadow of the big waaagh and when you consider an Orc shaman is only 10-15 points more the little fellahs just don't seem worth it anymore (very sad to say)
Also, in answer to your question, there is no mention of the additional hero anywhere in the book so it must be out I reckon - I've not been able to convince anyone to let me have one anyway!
My old army was a full set of upgraded goblin/NG shamans which, with the additional hero, gave more magic dice and dispell dice than just about any other army. The great shamans were parked in large (very large) infantry units while a couple of the level 2 shamans enjoyed themselves wizzing around with the various wolf units blasting away from flanks and rears.
The real fun part was when the level 4 shaman army "general" would blow up in turn 1 taking out those around him. The waaagh can be dangerous stuff when you start chucking handfuls of dice! But you can't play gobs without a sense of humour.
The other crippler is the change to the Chariots - used to able to squeeze 6 of them into an army but now they come as singles out of the special section. Cheers GW for me now owning half a dozen now redundent heavily converted (and expensive) goblin chariots.
A couple of bits of artillery (usually including a doom diver) completed the army and nothing over 3 foot tall to be seen - and no little brothers either.
I still reckon it was a one race legitimate list as I've never understood why night goblins should be any different to "standard" goblins in the first place. Why can't they builld chariots/ride wolfs etc? Just a change of outfit in my opinion and I converted my wolf riders to look like night goblins anyway so what's the diff?
In conclussion, my gobbo army is being parked until the next GW revision and I am in the process of painting up bling bling orcs and black orcs instead - despite the bitterness I can't leave the green legions completely.
Last edited by BlingBlingOrc; October 23rd, 2008 at 21:33.