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I am new to the hobby and i thought about starting a gobbo horde...
Is it possible to make an army of them that is both competitive and fun to play?
And what models to take to to get some tactical advantage?
My main idea was to go heavy on shamans and warmachines, fill the rest with some 'ard grotz and night goblins to have some expendable meatshield and some fast cavalry units to march block/distrupt lines/give me more time to shoot&magic them to death.
is that idea playable? any advice on how to make a gobbo horde win (and how not to get poor while making it happen)?
and i forgot to say... i've got the Skull Pass night goblins+ the original skarsnik and gobbla + 5th edition ng shaman, ng hero and 33 night gobbo archers... how should i expand them now?
Last edited by leu; October 8th, 2008 at 18:08.
Bigger. Better. Waaagh.
Lots of bolt throwers, a couple of pump wagons, and spider riders for the poisoned attacks will serve well. Also consider a giant for the comedy value. Squig hoppers will work better than squig herds, I should think.
If you're taking Skarsnik, I'd support him with Night Goblin shamans with plenty of magic mushrooms.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
Make sure you can survive against fear causers and mass panic. If you can, you're settled for an interesting game.
Also, did anyone mention mass fanatics? Spear chukkas? Squigs? Even the timebombed boss on giant squig?
jaicks! i forgot to say i'm aiming at 2250pts (standard sized army here)
well, skarsnik (from the 5th edition) is going to be a nice "counts as" shaman
and yes the i have been struggling with psychology (or how to avoid it/survive tests). that's why i wanted to make a semi-gunline (without gunz LoL) to magic fear/pepper causers to death, or at least to make'em cause minimal psychology tests. and possibliy running squig hoppers into them.
but how to get a general with good leadership (who won't be an orc)? is there still a goblin specific item that increases the Leadership value (there was one in 6th edition) or has it been removed together with the option of taking an extra boss for every full 1000pts?
and about competitivity, i am not looking for an army that will win every game, just being able to win some games and not getting squished everytime is enough
for now i think of taking a common gobbo as general, with 3 night gobbo shamans, a couple of night gobbo units (with fanatics/netters, just trying 2 figure what amount of each to field), 'ard grots to hold the centre, some fast cavalry to march block/distrupt and allow me to shoot/magic more, squig hoppers, 4 chukkas, one lobber, doom diver...
sorry for the Biblical text i just wrote, any advice on how to improve the army idea to make it playable and on how to survive panic/fear would be very much appreciated
Bigger. Better. Waaagh.
Using Skarsnik as the special character is actually a useful tactic here as he gives you a lot better leadership than any other gobbo. Also try: horn of urgok.
Generally, if you're going for a magic heavy army then 3 shamans in support is a must. A shaman with the horn of urgok and a MMushroom piece is a must, as is the itty ring with someone. Finally a scroll and some more shrooms should round off their magic item selections. This gives you 8 power dice, 5 dispel and 3 bound spells. A very nice magical blend.
Finally, use fanatics a lot. Squigs are useful, but don't make the units too small. " bolt throwers and a doom diver cause havoc to deal with for opponents.
I had excellent success with an all-Night Goblin horde in the previous edition, but a lot of the same rules apply this time round. Core, Core and more Core!
Night Goblin units are your backbone and you're going to need a lot of them. In 2000pt games I typically ran 4 units of 30 and 2 units of 50. 30 models should be the absolute minimum. Keep them cheap, Hand Weapons and Standard at most. In the bigger blocks I might use Spears and Nets if I think they're likely to get into combat.
I also take two units of 20 as expendable sacrifice units, these are kept bare-bones. Not even any fanatics.
You need a lot of units, because many of them are going to be running away.
Every unit should have Fanatics. Always. Opponents will often avoid units even if they think it might have Fanatics in.
I personally go magic-heavy with Night Goblins. Fill up on as many shamans as you can and give them all Mad Cap Mushrooms to make best use of your Fanatics. Magic Mushrooms are usually worth the gamble too.
I like to chuck a Giant or two in there as well. These are merely fire magnets. Your opponent will often overlook your lowly goblins to take down the Giants. Use this to your advantage, maneuver your Fanatic Transports into the best place and let loose. Use your large number of expendable units to mop up whatever remains.
My two sacrifice units are often deployed on the flanks or in front of everything else. I use them as a shield from missile fire or deliberately charge them into the opponent's hardcore units (Saurus Veterans, Chaos Knights, Black Orcs, etc). They'll usually get annihilated in one turn, but that's one turn where that unit is kept busy, giving you more time to maneuver to gain the advantage. Plus, they're only 60 points each.
Overall, I've found Night Goblins to be very competitive as long as you don't expect too much. Expect to always fail a Leadership Test. Expect to always lose combat. You're not that kind of army. Play to your strengths and ignore all your weaknesses and you'll come out better for it.
What about Trolls? I got a unit of 3 trolls i plan to use.
What leadership is considered enough? Early on i`ll have a Night Goblin big Boss as general, thats leadership 6. Later i`ll either have and Orc general, leadeship 8-9. And possibly Skarsnik, leadership 8.
My thoughts are that even if they stay stupid for whole game i can use them to possibly be a obstacle. Depending on wether goblins squabble or not, since stupidity movement is before normal movemevnt, goblins might be able to move so one of thier flanks is blocked by trolls.
You're gonna want Ld 8 to get the trolls moving, otherwise stupidity is too much of a liability. Their other option is to take just one and have it as an "I'm placing my first unit for <50 points to get a look at your battleline a bit more" unit and have it take a table 1/4