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I'm interested in starting an all-goblin force. I just love the models, and hope to add every type of goblin I can!
I'm looking for any and all advice/pointers/suggestions/etc on what to be aware of.
How well are all-goblin armies doing in 8th, since the new "swarm" rule?
What would be a good rare choice?
Thanks in advance.
All goblin is all good, but it does have some drawbacks you should be aware of before going with da green tide.
First of your leadership sucks. Big time. If you have a Goblin Warboss you can get a leadership of 8, and a Big Boss i 7 and Night Goblins are even worse (warboss ld 7 and bigboss ld 6). So you are gonna fail a lot of leadership rolls on that account and if you loose you general you are particularly screwed. I started out with an all Goblin army, but eventually got myself an Orc General with a leadership of 9. It does a world of difference.
Animosity is another bullet you need to bite. Not a lot you can do about it, but it will frack up you best laid battle plan at the worst possible time. But then again, its da goblin way.
And now for the fun part.
Goblins have some of the best and most fun units (in my humble opinion) in warhammer. Well probably not best. But definetly most fun.
First of, you need to go big on core. The new horde rules are made for races like goblins and skavens. So minimum 40, preferably 50-60 in a unit, with netters and full command (lets face it, you need all the help you can get). fanatics is a must in my book too, but with teh new rules about tons of hils buildings and forest on the table it's not an easy job being a fanatic. i would probably go for 2 in a unit. if you wanna get evil (and you wan't to, trust me) a good option is having a horde with bows and a Battle Standard Bearer with the Spider banner. That gives you a ton of shooty goblins all with poison attacs. They can dish out some hurt.
Goblins can be fast if you want them to. With both spider riders and wolf riders being fast cavalry (and able to shoot with bows mind you) then can get forward quickly, but make sure they only are supporting attack or warmachin killers... they are not the toiughest fighters in the book. Sguig Hoppers on the other hand are mean, a bit unpredictable but have enough attacks to make a difference when it counts. I usually use tehm for protecting my warmachines, killing anything that gets near it or atleast making the enemy thinking twice before attacking.
And speaking of warmachines - gobbos rock in this department. Not so sure about the spear chukkas anymore, but Rock Lobbers can really thin out enemy hordes and don't get me started on the Doom Diver. They are the fanatics of the sky. Love 'em and would never enter a fight withour 'em.
in 7th edition i loved my Snotling Pump Wagons, but it seems that in every single game since 8th edition came out everyone shoots them down first. And they are sooooo slow. 2d6 movement.. blah. if you have 2 they will be dead before round 3 and you would be nowhere near teh enemy yet. But im thinking about having 4 snotling pump wagons to even out the odds. Atleast one should survive the trip and 2d6 S4 impact damage is a keeper. And snotlings rocks. Always.
Well thats about my 2 cents. For now. Hope it's helpfull.
Powah to da Waaaaaagh!
I think ive seen you around when i sneaked through the Beastmen fora :p
- I think Goblins can work out very well if you go for only goblins. im thinking mostly night goblin core units then, because the standard goblins do roughly the same for more points.
The horde units work out great in the centre of the army, Where they dont have to maneuver too much. The Battle Standard is vital and keeping him alive is rule nr. 1
- Netters are nice choices for the larger units, lets face it, the hordes are not here to kill, theyre here to stay alive while the support or characters do most of the slaying.
- Fanatics have suffered with the increase of terrain on the table, and the use of hordes can mean they wont score their points back if the enemy is prepared for them. Theyre still needed because my biggest fear usually are the high armoured elite troops that smash through my flanks
- Artillery makes this army very dangerous, they have the spear chukka which can go 2 for 1 slot, so 6 could be fielded, theres rock lobbas and doomdivahs, Some of the cheapest artillery so you can deploy a bunch and still have almost all your points to spend.
- characters: Goblins are CHEAP! How does this sound: 5 night goblin hero's with great weapons for less than 200 points. There are also quite a few funny magic items for them to use.
- Magic is not bad, lvl 1 shamans come in at 50 pts and the level 4 are still cheap. We suffer less from the casting rules since we still use our old miscast table, not so scary as the newrulebook table.
We have some of the best anti magic with the Staff o sneaky stealing and for them orcs there is Mork's Spirit Totem. Adding a total of 4 dispel dice, one of them stolen from the enemy magic pool.
- Theres a polll about the best Rare choice, i think the Goblin Doomdiver gets about 80% of all the votes.
- I think Trolls are very effective nowadays, if theyre allowed in the theme, these guys give exactly what the goblins need: regenerating monster infantry, with 8edition if anything had a boost, its these biggens
Theyre still quite cheap for monster infantry, and they have a good regen save, they also have a good special ability to go through armoursaves. 2 ranks of attacks and stomp gives an extra attack
Their stupidity is much less of a threat now that the BSB lets em re-roll the test.
Thats where the downside hits home: they have to be near the BSB to be mobile, which is probably at the centre of the army, for the BSB is needed everywhere!
Horde formations come cheap. For most other armies, theyre just too unwieldy or the costs just dont cut it.
actually almost everything comes cheap in a goblin army.
Good variation in units. Even if you go only gobbos, theres fast cav, artillery, massed units, cheap chariots, heavy armour killers and plenty of support (think giants or pump wagons)
Funniest army, im having a laugh every time fanatics start crashing the wrong way or when i have to move a pumpwagon or squigs. Our giants tend to fall over, doing more killing in the tumbling than ever in combat
And the characters have some nice suicide items.
200+ goblins to paint.
Big armies become unwieldy. Its not easy to support your own units when your forced to spread across the entire table.
Animosity... At least stupidity can be re-rolled. a 1 means your entire unit is not going to support your other troops ( which happen to be under heavy fire from several sides)
Warchief Diggah o da Bloodmoon Squiggahs
Yes, yes, you've seen me around the Beastmen forums :}
Thanks for the replies.
It looks like I'm going for night goblins at my core. I was planning on using plenty of squigs, in all forms, since I loved the whole idea behind them.
What's the opinion on wolf chariots?
Where should I place my shamans? Inside a unit or on a hill somewhere?
What do you think of Skarsnik?
Well squigs kind of lost there punch now everyone have BIG units. But if you can muster af horde of squig herds (talking 10x squig teams) you're gonna kick some serious butt. Ten wide and 3 first ranks full of jaws of doom, with the last 2 ranks with herders, and you have a game winning unit right there at the price of mere 350 points (right? dont have my book with me).
Sqiog hoppers are keepers too, but i already said that. Can't say much about wolf chariots since i don't have em (yet), but regarding shamans i usually put my gobbo shaman inside a big horde unit. If you want you can always detach the shaman before you go into hand to hand (to avoid the opposition allocating all his hit onto you poor poor shaman). My orc shaman (the big waagh have some good spells too) i tend to leave on his own behind my core units just taggeling along.
agreed with eido - I usually throw my shaman in with my units - helps to give 'em mad cap mushrooms - adds more hits to those nasty fanatics. Also, make sure to mix up which units you put your fanatics in - helps to keep your opponent on his toes. Not to mention its always fun to have your enemy charge your archers thinking that he's avoiding your fanatics/main combat hordes only to find out you've stashed those little crazy f**ks elsewhere. I've certainly won some games off of cleverly hiding my fanatics.
Also, I agree with what everyone else said - be ready for the unexpected. If it can go wrong, it probably will. My fanatics have killed just as many of my own troops as my enemy's.. But thats part of the fun, and makes you feel that much better when they finally do something right.
I'm a huge fan of doom divers - like was said above, its a flying fanatic.. that can move d3" to fix any misses... just make sure to aim properly. I usually aim 1" off of a unit and in between as many units as possible that way if i score a hit I can still move the 1" to hit the enemy unit and if I'm scattering I've got the best chance of hitting other units. Trust me, nothing frustrates shooty armies more.. ::cough:: dwarfs ::cough:: hahaha.
not sure about wolves - i'm a fan of the foot gits. though i do have sider riders - with all the new terrain stuff it helps to have some spiders who can just sail through terrain.. and the extra 12" move before the game is nice to throw the enemy's movement off. ;-)
Last edited by err-t; September 23rd, 2010 at 04:11.