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This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is - Night Goblin Squig Herd
How many 'herds' do you take per unit? How do you use them? Are the worth the points for them?
10 in a unit.
brilliant unit, immune to psy and they blow up, they can protect an entire tablequarter, just dont have your own fragile troops nearby.
allways worth the 60 points, no matter which enemy
Warchief Diggah o da Bloodmoon Squiggahs
Well, I'm not a very experienced OnG player, but I do love this unit and there's what I think...
1) Unit overview.
Squig herds are special choice, which means they are in competition with all the other good stuff in the greenies army. They are cheap (30 pts for 5 figurines, ie 6 pts/fig), and (for an a unit composed of goblins and squigs) relatively reliable, suffering from animosity but being ItP. They are also predictable since you KNOW that they will explode if ever they lose a fight : no irresistible charge or fleeing, passing through and panicking half your army (if playing full gobs). Of course, you have to bear in mind the damage they will inflict tou your units if ever they explode : large units (30+ gobs, 25+ orcs) shouldn't feel endangered, but small support unit such as fast cav and lone wandering wizards (even hiding in woods) should keep a "security distance". They hit hard (6pts/model for 2 WS4 S5 attacks is a real bargain), but are very, very fragile. Missile fire is not such a big issue since they are Itp (except in case of very small units), but they can't afford being charged (unless you just want them to explode and not to bite some ankles).
2) Tactics : small herds (1-2 herd)
A small unit (1 or 2 herds) can be used as a support unit for a fighting unit (orcs or 30+ 4 points goblins), playing the role of a "hammer" : 6 squigs on the first row provide 12 S5 attacks, and negate rank bonus, while static combat res can being provided by the larger unit. Of course, it might not be easy to get this flank charge(it never is, and often when you manage to eventually get into position, animosity takes its toll), but you have the advantage of having both cheap fast cav and anchor units (even 35 night gobs with full command, HW, shield and nets can hold most non-elite infantry 1 turn until the squigs arrive).
The other obvous use is the suicide option; for 30-60 pts you get a cheap squig bomb, which can be quite quite effective dealing damages to ennemy lightly-armored troops, but using them solely on this purpose is a waste of a precious special slot IMO. The "suicide squad" option should be a kind of "plan-B" one, for example if they were meant to be used as support but that the units they were supposed to support get crushed.
2) large heards (5+ herds)
For a reasonnable cost you get a very potent unit (high CR for ranks and outnumber, although no standard or musician, and high killing power) for a reasonnable price, but which is very dependable on its ability to charge (remember, squigs are fragile, and a lost combat means a lost unit). This means you need to use some goblin tricks to get the charge. Classic bait-and-flee and bait-and die tricks are useful, but since the squigs are ItP you can try to make a variant of the excellent wood elve cha-cha. (goblin rumba beat ?)
Screen the squigs with lets say 20 to 25 Ngob archers. When the ennemy charges the gobs, flee through the Itp squigs and counter-charge. You might want some fast cav ready to intercept the ennemy in case he would want to flee to, and as always you are animosity-dependant. Beware also that against shooty armies this might not be a good idea, because even if you screening gobs will take some hits for your squigs, they might slow them down a lot due to failed animosity tests ( screening unit squabbling = blocked squigs).
That's about it, hope it has been useful, it's my firts "tactical" post. Please forgive spelling-grammar errors since I'm French (and so is my spellchecker).
Oh, I almost forgot. The models are ultra-cool.
Brilliant read there Legion. Im sucking up all the different ways I can play my lovely little Waagh leaguers. I don't have a lot of experience playing the game (yet) but my army is coming along nicely. Last shopping trip brought two blister packs of Squig herds and a pack of Gnarly cave squigs. So now I just have to make a few improvised herders and do some painting and I have have 4 teams. Really looking forward to crushing (or exploding) some elves with them. Or die trying.
Powah To Da Waaaaagh!
Spread them out to screen my big blocks of Gobbos ( +mage w/ mushrooms), black orcs ( +banner) and big 'uns ( +commander). They take some shooting, but have the support to not panic. They charged out of support range and did some good damage. Night Gobbos move up and 8" from the enemy you release the fanatics who now only have to move 6" to hit the squigs fighting the foe in hand to hand. Mushrooms allow you to reroll fanatics hits on both units the first turn they're released -minimizing the damage on the squigs and maximizing the damage on the enemy. When things start going ugly, kill off the gobbos and let the squigs run rampant. Next turn you Waaagggghhhhh in with the boyz.
Animosity will kill you any time you try to run a screen, but thats a chance I'm willing to take.
Last game I ran four herds against a Dwarf gun line. Animosity hit the squigs twice, when the fanatics hit the squigs they killed all the gobbos (hits are randomised as shooting) and the squigs exploded without landing a blow. The dragon slayer took 5 hits which turned into zero wounds. But because the boys were exactly 8" out (where the fanatics were released) the stunties couldn't charge and I could so it all worked out in the end. Except for that stupit dragon slayer.
-You have no rank bonus
-if more than 2 squig's are slaughterd u have to put your gobbo's in front.
-it is a relative weak unit for the 1 slot of your special choice.
I tink that you should at least put 4 teams in one unit becaus of these reasons:
- a rank bonus of 2
- the enemy must slaughter a lot of squig's befor u have to put your weaker gobbo's in front
- U can still use it as squig bomb, only u can use it as reserve action.
I always use 2 units of four teams.