first 200 point orc and gobbo list - Warhammer 40K Fantasy
 

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  1. #1
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    first 200 point orc and gobbo list

    ok then this is the first army 2000 point list ive done ever because at the local club its small and a lot of people want to play so no more than 1000 is generally allowed.i want the list to be hard hitting but even more so fun to play

    black orc warboss-ulags akrit axe, bigheds ed kickin boots,enchanted sheild,heavy armour-234

    black orc battle standard bearer-morks spirit totem, heavy armour-189

    night gobbo bigboss-great cave squig, wallopas one hit wunda,light armour,sheild-99

    night gobbo shaman-lvl 1, staff of sneaky stealin(dunno if i need it tho because the spirit totem gives me a few)-100

    25 orc boyz-sheilds,full command-180

    20 orcs boyz-2 choppas,full command-170

    40 gobbos-shields,full command-180

    20 night gobbos-2 fanatics-110

    7 savage orc boar boyz-sheilds,spears, full command-198

    19 black orcs- full command-284

    7 hoppers-105

    gobbo wolf chariot-extra crew-63

    doom diver-85

    1997

    i have 40 gobbos,20 night gobbos,20 orcs,7 hoppers,a doom diver and all the hero slots so please give advice on what to switch round etc thank you


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  3. #2
    Senior Member tuxedo clank's Avatar
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    I would think that the staff is useful, even with the totem. I would use some squig herds. 30 points for lots of fun and killing. they are immune to psychology so they stand up to shooting. i use 5 herds making 150 points of unit able to kill over 1000 points of troops, including your own if they flee too close to your units. don't use gobbos but night gobbos with a few fanatics each. they take up a whole turn of shooting. otherwise it is an amazing army.

    my army is a night goblin army with hired muscle.

    Black orc big boss - HA, Sh, Boar, Porko's Pigstikka - 147
    Nightgoblin Great Shaman - lvl 4, 3 MM, staff of sneaky stealin, nibbla's itty ring - 285
    nightgoblin Shaman - lvl 2, staff of baadum, MM - 135
    Nightgoblin Shaman - lvl 2, madcap mushrooms, 3 MM - 135

    18 orc big 'uns - additional choppa, full command - 210 (for the BBoss)
    28 night goblins - spears, command, 3 fanatics - 207
    25 night goblins - spears, command, 3 fanatics - 195
    29 night goblins - spears, command, 3 fanatics - 211

    2 spear chukka's - 70
    rock lobba - 70
    5 squig herds - 150

    doom diver catapult - 85
    Giant - 205

    2000
    Last edited by tuxedo clank; August 31st, 2008 at 18:06.

  4. #3
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    i thought squig herds did d6 str5 hits to every one within 2d6 inches which is actually quite rubbish and to take them i would have to take sumthing better out like the hoppers

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    Senior Member tuxedo clank's Avatar
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    all it takes to kill a unit of squig hoppers is a block of 20 basic soldiers. they are best at war machine hunting. a herd is much better because they can chomp through any unit within a turn or two.

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    although i disagree because yes the hoppers are easy to kill they will hit flanks and there will not be anything else left to hit back.2 str 5 attacks with a unit of 7.thats 14 ws 4 attacks so they are gunna take ranks of easily but i havent considered them enough and i will definately test them out because to be honest i dont know because there is no difference between the hoppers and hers stat wise and the hoppers can easily break and run down most units

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    Senior Member tuxedo clank's Avatar
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    the herds trade speed for combat res. they get rank bonus' but can only move at 8" a turn. they are more reliable to get the right distance though. i think i need to try out some squig herds.

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    Quote Originally Posted by tuxedo clank View Post
    I would think that the staff is useful, even with the totem. I would use some squig herds. 30 points for lots of fun and killing. they are immune to psychology so they stand up to shooting. i use 5 herds making 150 points of unit able to kill over 1000 points of troops, including your own if they flee too close to your units. don't use gobbos but night gobbos with a few fanatics each. they take up a whole turn of shooting. otherwise it is an amazing army.

    my army is a night goblin army with hired muscle.

    Black orc big boss - HA, Sh, Boar, Porko's Pigstikka - 147
    Nightgoblin Great Shaman - lvl 4, 3 MM, staff of sneaky stealin, nibbla's itty ring - 285
    nightgoblin Shaman - lvl 2, staff of baadum, MM - 135
    Nightgoblin Shaman - lvl 2, madcap mushrooms, 3 MM - 135

    18 orc big 'uns - additional choppa, full command - 210 (for the BBoss)
    28 night goblins - spears, command, 3 fanatics - 207
    25 night goblins - spears, command, 3 fanatics - 195
    29 night goblins - spears, command, 3 fanatics - 211

    2 spear chukka's - 70
    rock lobba - 70
    5 squig herds - 150

    doom diver catapult - 85
    Giant - 205

    2000
    Isn't it a bit risky to have a lvl 4 night goblin shaman with 3 mushrooms (with a 1/6 chance to miscast - not included the rest of the roll) ity ring (also 1/6 chance to loose a wound) and no ward save or anything? with the crazy miscast table I just think there is a huge chance that he will mess your plans up... ?

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    that is where the fun is, but i never use more then 1 a turn.

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