2000 Gobbos - Warhammer 40K Fantasy
 

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Thread: 2000 Gobbos

  1. #1
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    Night goblin great shamen,Lvl 4,Dittos doublin doo dahs,talisman of prtoection.
    Night goblin shamen,Lvl 2, mad cap mushrooms.
    Night goblin shamen, Lvl 2.
    Night goblin big boss, Great axe,light armour,glowy green amulet
    Night goblin big boss,Great Axe,light armour,guzzla backbone brew
    Night goblin big boss,BSB, Bad Moon Banner.
    40 Night goblins,full command,spears,5 netters, 3 fanatics
    40 Night goblins,full command,spears, 5 netters,3 fanatics
    40 Night goblins,full command,Hand weapons and shield, 3 fanatics.
    40 goblins,light armour,full command
    6 wolf riders,bows , musician
    Squig herd,15 Squigs, 6 hoppers,40 herders.
    goblin chariot spears

    dont tell me top switch dittos for buzgobs as gorks warpath 2 times a turn is awesome.

    "Fight like gobbos"- Skarsnik

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  3. #2
    LO Zealot Grimbog Elf Ater's Avatar
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    With this list, you've obviously resigned to dealing with low leadership values - leadership 6 is the best all round apart for the one-shot backbone brew.

    I'd still make a couple of changes to make the list a little better:

    - Night Goblin Great Shaman - remove the talisman (and you thought I was going to say the doo-dahs! ), simply not worth it, and add a dispel scroll.
    - Night Goblin Big Boss #1 - remove the Glowy Green Amulet and replace with the Itty Ring.
    - Night Goblin BSB - a stubborn unit on Ld 6 is not that great - especially considering that you cannot use the backbone brew to modify it for even one turn (stubborn units test off the character's unmodified leadership value). Consider dropping it - or even replacing with either Mork's Spirirt Totem or a simple War Banner.
    - Squig Herd - one too many hoppers in the unit, drop one.

    Even with the changes though, I still think that you are leaving your sides open to attack. Another unit of 5 wolf riders and another chariot would help you here. If you can squeeze some more points. you cvan also kit out some decent artillery with your remaining special / rare slots - I'm thinking 2 spear chukka's, 1 rock lobba and a doom diver to whittle down enemy ranks before you close for CC.
    The iron crowned is getting closer,
    Swings his hammer down on him,
    Like a thunderstorm he's crushing,
    Down the Noldor's proudest king.

    Under my foot, so hopeless it seems.
    You've troubled my day, now feel the pain.
    - Blind Guardian

  4. #3
    Son of LO MouseC112's Avatar
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    I'm also agreeing some warmachines wouldn't hurt, couple of spear chukkas should do nice. I am not huge on Squig mobs unfortunately... I prefer warmachines. I would also opt for 1 more shaman instead of a third big boss.... however Big bosses with great weapons rock!
    40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)

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    Well , i think i'll take morks banner for dispell dice which is good but the bad moon banner is fluffy

    thanks for suggestions
    "Fight like gobbos"- Skarsnik

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    Great Shaman without the rerolling spectre is as good as dead.
    Played 5 games with o&g and it's saved me from a miscast EVERY game.

  7. #6
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    I used the doo dahs so i can cast gorks warpath twice, i dont really mind if he kills himself, just da greenskin way.
    "Fight like gobbos"- Skarsnik

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