Snotling Tactica - Warhammer 40K Fantasy
 

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  1. #1
    i am da Wahhchief Digger's Avatar
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    Snotling Tactica

    Many players will agree: snottlings seem useless!

    They ARE NOT useless and i think we should shed some light on their advantages! We need more snotters because it just looks so frigging cute on the battlefield
    Here goes, dont be shy, give your views so that we can make a proper tactica of this.
    (There is no snotling section in the tactica yet)
    I'm going to sum up some advantages here, how they can be used with ( great) effect

    First some obvious Pro's and Con's

    - It is our cheapest unit with a starting value of 40 points for 2 bases. It is a core unit, so no slots will be wasted on such a cheap unit
    - They're immune to psychology, so will not run before they have served their use
    - No animosity, unlike 10 arrer boyz, or 20 goblins, these fellas do exactly what you ask of them.
    - When they do run from fight, they will not cause panic amongst the ranks, not even when running through their goblin friends.
    - They seriously lack fighting skills. In fact, getting these into combat can be an advantage for your enemy for it is an easy way to score kills on. Keep this in mind when deciding on their use.

    Deploy Decoy
    As some players use them, you COULD deploy them in your far flanks at the start, misleading your opponent. and steering his deployments after that. I find this a bit costly, since it might take a long time for the snotlings to walk their way back to the real fight if everything else is on the other side of the table. It's cheap, but it still costs points

    The gunfire Shield
    There are 2 ways to shield.
    - One is meant to block sight of archery: Since they dont really mind being shot at, they can stand in front of your more valuable units, - Putting characters in a large snotling crowd
    - Next is the character bodyguard
    The second one is where i think snotlings excell, but its also a more expensive way.unlike most uses, this one needs more than 2 snotling bases.
    If you have a magicheavy greenskin force, you will have need for Line of Sight for many spells. To defend a shaman you might want it in a unit, yet putting it with warmachines makes the whole unit very attractive to shoot at, while putting it in a large block of greenskin, will make you prone to animosity. Squabbling makes a shaman useless. Putting it with black orcs makes the black orcs less of a fighterunit.
    In competitive tournaments our magic has not a whole lot of power dice, so when one of our shamans is squabbling, the enemy will likely have enough dispell power to cancel the rest out. It can potentially disrupt our entire magic phase
    And so getting 5 snotlingbase escort to escort 1 or 2 shaman means they get 'look out, sir', no animosity issues, and cannot be targeted by bows.
    your shamans will have excellent sight for your magic missiles, and good cover from artillery

    LoS blocker
    some of our stronger units are Savage Orcs and Savage Orc Boar Boyz, and Savage Orc Big Boss Chariots. Putting up some snotlings means they cannot charge in that particular direction, and so cannot be lured into a weak flankable position. Usually this means putting this unit of snots between the frenzied orcs and the centre of the battle. A chariot overrunning into the centre will expose its flank and bring doom and devastation a bit too close to your own ranks.

    Buying time
    This might be the best value for the snotling points.
    Greenskin hordes tend to have many units, some are very good at the charge,yet most only defend properly when they have support.
    Imagine this: When an enemy marches a heavy deathstar unit down your centre, usually they get the charge off. against most orc units being charged by heavy cavalry means they will break before you have time to counterattack with your support.
    and once they overrun, your units will lose their line of sight to the block.
    Now put a snotling unit in front of that. perhaps even with its side to the enemy. a cavalry unit will overrun, perhaps get to charge one of your main units. But instead of breaking the unit, you get to fight next turn. That gives you enough time to countercharge, put your supportgroups in their flanks, before the first blows are struck. that deathstar is facing seriously bad odds now!

    That's all i got right now. Not bad for 1 unit xD
    If you have ideas for better uses, give it a go!
    If you think you can write this down shorter/better, (yes i'd like it beause this is way too long) give it a go!
    If you really didn't like this post, why are you still here?
    If you want to add anything, give it a go!


    Cheers
    - Digger

    Eternal Newbie

    Warchief Diggah o da Bloodmoon Squiggahs

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  3. #2
    quik-quik, kill-kill! The bearded one's Avatar
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    Buying time
    Imagine this: When an enemy marches a heavy deathstar unit down your centre, usually they get the charge off. against most orc units being charged by heavy cavalry means they will break before you have time to counterattack with your support.
    and once they overrun, your units will lose their line of sight to the block.
    Now put a snotling unit in front of that. perhaps even with its side to the enemy. a cavalry unit will overrun, perhaps get to charge one of your main units. But instead of breaking the unit, you get to fight next turn. That gives you enough time to countercharge, put your supportgroups in their flanks, before the first blows are struck. that deathstar is facing seriously bad odds now!
    I've got to say, this is a very usefull tactic. Giving the enemy a speedbump on purpose, so you have a turn to flankcharge before they fight.
    I think I might utilise this with a unit of 10 non-skirmishing skinks. or jungle swarm.

  4. #3
    Senior Member Byjugo's Avatar
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    about the buying time thing:

    if a charging unit (death star) breaks your snotlings, it still is able to pursue into fresh enemy and fight again that turn, as long as the fresh enemy hasn't fought in that combat phase yet.

    at least, that is how we play it, and how we interpret the rules. In that matter you have to take 2 speedbumbs and the death star would get stuck in the third unit... but sacrificing 2 units sounds a bit tricky...


    good tactica though

    rep for that
    'Its better to have a swordmaster and not need her help, then to need her help and not have her'
    Byjugo's WIP Thread

  5. #4
    i am da Wahhchief Digger's Avatar
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    :o There is indeed a situation where you get to fight a second time, namely if you overrun into a unit that is allready engaged in combat and has not yet resolved it's combat this turn. It's almost the same as how you play it with the one exception.

    In that case it doesnt buy us any time indeed =\ It does however give us a little controll over the direction you make units overrun
    Eternal Newbie

    Warchief Diggah o da Bloodmoon Squiggahs

  6. #5
    Member Hallmarius's Avatar
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    Huh, bloody games you play, Byjugo
    I think the Bretonnians like this interpretation.

  7. #6
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    can i simply say that is ****ing AWESOME...im actually going to write snotlings into my 2k list this second THANK YOU i never considered them way better then gobos who cost more

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