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I have been running a Night Goblin Warboss with two swords, light armor and the Wizard's hat for almost a year now and the little git is GOLDEN!
I put him in a hoard of Night Goblins ranging from 70-100 models with nets and a couple of Big Bosses. Right off the bat he gives the hoard ld 7 and 5 attacks at Ws 5 and I 5. His quickness has saved him in many challenges, but my unarmored Big Bosses with great weapons are also there to step in if I'm feeling nervous. My opponents also tend to direct attacks towards them rather than the warboss, since they are alot easier to kill and can dish out quite the hurt with their three str 6 attacks each. The nets also work wonders to keep all of them safe.
The wizard's hat is where things get really good. Just look over all the lores and check out the amazing Signature Spells out there! All of them, except lore of Death, add HUGE potential to a Goblin hoard.
-Lore of Fire "Fireball": Goblins don't have any good magic missiles and are lacking in long range firepower. They also don't have ready access to fire attacks. Enough said.
-Lore of Beasts "Wyssan's Wildform": This is the absolute best spell available to goblins. Get this on off on a hoard of 100 Night Goblins with nets and you have the single best unit in the game. Couple this with "the Savage Best of Horrors" on a unit with 3-6 characters and things get silly. (although this has proven very hard to accomplish since he is only lvl 2 and the casting value is 20).
-Lore of Metal "Searing Doom": Goblins have a hard time with well armored targets and, as noted above, are lacking in the magic missile department. Searing doom takes care of that. "Enchanted blades of Abain" have also made my hoard hit VERY hard and helps vs ethereal.
-Lore of Light "Shem's Burning Gaze": I've actually never gotten the lore of light, but it comes with a very strong magic missile so the same things apply as with other lores. There is also a spell there to rally fleeing troops which could work very well and a spell that makes your Gobbos super fast which would probably work great on squigs.
-Lore of Life "Earth Blood": One-hundred regenerating Night Goblins tossing nets and poking with spears... YEEES!!! One problem with this lore is that the Crown of Thorns spell is a complete waste since the Warboss only has two spells. Using a Giant along side a goblin hoard has been discussed in many forums as the small footprint of the Giant makes it possible for him to "corner-clip" units. I do this alot in order to keep the Giant safe and to keep him close to the Wizard's Hat (since the Giant can benefit greatly from many of these spells). So every time I manage to make my goblin hoard Regen 5+, I also get to recover a wound from my giant. Love it!
-Lore of Heavens "Iceshard Blizzard": Nets give -1 Str and the blizzard -1 to hit. Couple that with some 100 wounds and were in business. This one is also cast on only a 7+ making it very easy to get off. The lore also works wonders against the ever mobile fliers. Any one who has ever run with three big hoards knows that mobility can be a pain to deal with.
-Lore of Shadow "Melkoth's Mystifying Miasma": works very well with Goblin lists. As a rule of thumb: hexes and augments are a goblins best friend. It goes off on a 5+ so its a great spell to cast last
-Trailing is the Lore of Death with a signature spell that doesn't suit Goblins: Spirit Leech. Luckily, the other spells are quite good. I made my Warboss cause terror once with the Dreadknight spell which was great fun. Sent some high elves running for their lives.
Overall, all of the lores greatly benefit goblin heavy lists. I just can't seem to get any useless spells when I roll for them. The only problems I've had is when I get over excited and choose spells with very high casting costs, resulting in some very bloody miscasts.
I usually run a regular goblin Warboss general with the leadership banner, so I have never failed a stupidity test with him.
Wizard's Hat is also considered "soft" for gaming purposes, which has scored me some extra points in tournaments where list strength is taken into account (this is where I shine: an all goblin army with the Wizard's hat and a Giant... I always get maximum points).
Goblin fans, give him a go!
Last edited by sirkently; November 6th, 2011 at 01:58.
I also tried a regular Goblin Warboss wearing light armor + shield + handweapon with the Hat the other day, and I liked it. I used to run two warbosses: one NG with the Hat and one regular for the leadership. From now on I will just combine the two: a regular goblin Warboss with wizards hat in a bunker with a goblin BSB wielding the banner of discipline. Thats Ld 9 all around with access to battlemagic. I also tried nasty skulkers in the bunker, but I was playing against High Elves so they just got chopped to bits before even striking. How do you guys rate the skulkers?
I was looking into wizards hat the other day, Great tips! I will have to try it out have you ever thrown it onto a mounted gobbo/ orc just for harassment?
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I've tried having a wolf bunker since neither my Wiz Gob or my Leadership BSB can have any real armour, but its was just so expensive! I had 8 wolfs along my two characters cause I just couldn't afford more for a bunker whose only role is to die. And die they did. I thought it would be cool to be able to move my Ld bubble 18 inches and run away from anything that broke through my lines. Turns out you can't outrun magic missiles or stone throwers. So then I thought i would add another character with the +4 magic resistance to the bunker. And then I woke up. There was no real reason to force this for one more point of armor on a unit that I don't want in combat anyway.
I run strictly Goblins. Orcs just don't measure up... unless they are frenzied Big Uns with a 5+ ward
Goblins and Skaven slaves are the MVPs of Warhammer if you ask me. Hight STR, high initiative, attacks that negate armor, these things don't concern goblins. They just do what they always do: die in droves. The only thing that really threatens my 300 model Goblin army is Doom and Darkness on my leadership bunker and units of models with 4 or more attacks (witches f.ex). More than once I've won a game by taking out some of the opponent's small stuff with Doom Divers, magic and impact hits, then lasted for 4 whole rounds in close combat with NG to spare. Its a great points denial tactic since he needs to kill all 100 goblins usually to get the VPs. Also, most units get worse as a grinding match goes on. Not goblins. They can't get any worse So once you've lost 60 goblins and your opponent 15 white lions, his lions have been rendered useless and your goblins (reformed into ranks) are still working just the same!
Alas, poor Snagrob, the Night Goblin Warboss I used to put on a great cave squig wearing a Wizarding Hat. Little tyke'd fang around the board throwing out incantations he didn't know how to spell, barely holding onto his mount. Unfortunately he tried to cast The Burning Head and hit an overhanging outcrop of rock, and was sadly crushed...
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Finally got the "Lore of Light" (first time!) and it was GOOOOD!
Got my two Night Goblin hordes stuck in with some ogres, netted them and then got off the "Phas Protection" 12" bubble. Now he was getting -1 to hit and -1 to strength. He didn't stand a chance. Also got the "auto-rally" spell but never used it.