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Well, I'm working on my first fantasy army and I've decided to go with night goblins as a theme mostly to have an army with a lot of personality, but being native to 40k, I have some questions on the Orc and Gobbo list and fantasy in general.
For starters, I'm not sure what an effectvie squad size would be for most of my units. I generally run squads of 35 night goblins, 3 stone trolls, and 10 squig hoppers. How many fanatics are good per unit? Looking to use some spider riders but not sure how many would be a good idea.
I'm also looking for some good configs for goblin shamans, is the upgrade to lvl2 worth it, what magic items are useful?
Technical question- Since squig hoppers move in the cumpolsory phase, will they be affected by a animosity roll of squabble?
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Anything between 30 and 40 is a good size of a night goblin block, give some of them nets as wlel as they are just too good. 2 is normally a decent number of fanatics, enough to potentially do some nasty damage without your opponent accusing you of being cheesy.
Spider riders are awesome, take them in units of 5 or 6 and give them a musician but don't bother with a standard or boss. They are best used for baiting charges and flank charging.
Level 1 night goblins will only really be any use for carrying dispel scrolls. They will only be able to put 2 dice into a spell, and most of the little waagh magic requires at least an 8. The level 2 upgrade is good if you want some offensive magic. Also for night goblins the magic mushrooms are pretty useful for adding dice to your casting pool. Nibbla's itty ring always tends to draw out some dispel dice as well.
Helper monkey, bring me beer and donuts
Short Answer:Technical question- Since squig hoppers move in the cumpolsory phase, will they be affected by a animosity roll of squabble?
Squig Hoppers are affected by animosity.
The rules for animosity state that it takes place outside of the normal turn sequence, and at the beginning of your turn. Thus the roll for animosity occurs BEFORE the movement phase, and the result of the animosity roll will affect everything that follows it that turn. Rolling a 1 means the unit can do nothing this turn, so it will not move its compulsory movement.
While it may seem more fluffy for the Squig Hoppers to bounce on happily regardless of... well pretty much anything, this clearly isn't the case. Try to picture a squig gettin' angry and bitting at one of its riders... bumping into another squig in the process and the whole unit just collapsing into an epic brawl, beast and gobbo. After all, squigs aren't exactly the brightest of creatures...
T'oog Spiderbutt, The Useless:
Who nearly survived a tussle for some cave.
Who almost killed something in that creepy forest.
Who briefly considered holding his ground during that battle on those plains...
I tend to use one very large Night Goblin unit and a few smaller ones of around 20-25 to protect the flanks of the big unit and then they can be used similar to how the empire use detatchments. I agree with Lurch nets are definitly worth the points.
The squig hoppers I probably wouldn't use such a big unit, 10 just seems like too inviting a target for shooting and they would use up a fair few points.
For the shamans it depends how you want to use them, I find if using only 1 the staff of sneaky stealing is useful for limiting the oppositions magic effectivness and for this lvl 1 is all thats needed really.
If you want to be slinging some spells about then lvl 2 is definitly worth it as are bound items to draw some dispel dice as well as mushrooms.