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Hey, reading over a issue of white dwarf where it talks about the gunline tactic, it said the traditional stuff, high elves fit the bill ect, but it also mentioned nightgoblins as they're so cheap you can field them by the MILLIONS!!
So yeah, wondering if this is viable, could you make a 1000pt list, plz? Obviously you'd need a unit or two to slow them down as short bows are 18" range, maybe a pair of bolt throwers, a doom diver(how do these things work?) a rock lobba, any other handy units?
Hope people reply, all the best cya round guys
really? no replies ,cmon guys WTF, get ur game on!!
well... if you would like i can help alittle, so here be a list!
goblin warboss: 77
(this guy is basically here for the +1 leadership, which is a big deal for gobo's)
goblin big boss: 87
NG big boss: 70
NG shammy: 75
(the chariots will slow down advancing units but not only that, but D6+1 impact hits for 87 points with bows is useful. they would also make good flanking units.)
20 NG's w/ bows: 105
20 NG's w/ bows: 105
40 NG's w/ bows: 185
(these would be the bread and butter of your army, they will be there for some shooting while also there for the fanatics, which i will go into more info later)
Goblin Spear Chukka x3: 105
goblin wolf chariot x2: 100
(spear chukka's are nasty litte bastages. run these chariots as stated above. run them in single chariot units.)
this is not what i would... friendly...
you arent going to make friends with this.
rant done, now i get to tell you all of the fun stuff
Like i said, you need that +1 Ld from the reg gobo, its kind of very important for an army that tends to run away. The BSB will also help with this problem. if you want, you could drop a unit of NG's for magic items if you really want it. The mage gives your alittle magic support. The goblin big bosses on the chariots are to slow advancing units down and to do a butt load of damage when they charge (which should be always). same goes with the other chariots.
the fanatics (aka Super Fantastics) are quite possibly the most amazing thing in the world. the great thing about them now is that when an enemy charges you, they stop 8 inches away. you then release these mushroom'd out freaks at their lines, and when they get into contact with the enemy unit deal silly amounts of damage to that unit, however, if they fall short they do even more damage. like i said, the advancing unit stops 8 inches away, then the super fantasics get released. after they have been released, the advancing unit continues on their merry way to damn nation. now you're probally saying "but how are these little buggers going to protect me from that big baddy unit of baddies?". well with 8th ed, they changed up the rules very slightly, to a great devistating effect to the enemy. when ever a unit comes into contact with one of these buggers, they do double the damage, but there is a trade off. the super fantasics then die. but, with this little trade off, you can usually force your oponent to think twice about charging you. oh, you also get to shoot as a charge reaction. which will do more damage. this combined with the super fantastics carnage may even force the enemy unit to flee from the damage.
the spear chukkas are a cheap and sometimes devistating artillary piece that is super cheap. shoot these at those big units, or units not hiding behind some form of cover.
the doom diver also got some fun changes in 8th. they now use the small flying base as their template, which allows them to possibly hit 2 units with... well gobos. they do d6 str 5 hits to any unit it hits, with no armour saves allowed. kind of amazing.
well thats all i really want to write for now, if you need any more tips or some other questions feel free to ask and ill be more then happy to help when i can
double post opps
Last edited by zenocide; July 30th, 2011 at 06:22. Reason: double post opps
YAY thx SOOO much, rep 4 both of u