Welcome to Librarium Online!
just started collecting the green horde, well the goblin horde to be frankly. I won't put orcs/black orcs/orc chamans/boar chariot/... you get the picture
i'm happy with night/common/forest gobos and everything else non-orcish.
i have little units atm:
20 night goblins with spear & shield, full command
1 squig herd
10 goblin wolf riders
so my questions are:
1) i'm aiming to get to a 500 point army, so i'm assuming the most obvious next buy would be another night goblin regiment box?
2) how many night goblins should i include in 1 regiment and how many in the front rank? since night goblins are all about outnumbering i was thinking about 34 + 1 night shaman -> 35 with 5 ranks of seven.
3) should i give those wolf riders bows or spears? i'm in a dilemma about this. I see a lot of people taking bows but 5 or 10 wolf riders (whether or not i split them into 2 units) won't hit that much :/ And do they need a full comand? seems kinda useless (also pointswise) for such a unit to have them
4) do normal gobos (exept for their +1 leadership value) have any other advantages over night goblins?
5) are there any ways to up the Ld value for a common goblin army commander besides with magic items? Since all goblins have such low Ld's i'm woried about having half my army running away :p
6) i really like squig things -> are squig hoppers 'good' in combat?
7) a snotling pump wagon is only 40 points and really looks a fine skullcrusher in a battle or am i missing something here?
Last edited by miljaar; July 16th, 2007 at 23:35.
1.If I were you I'd buy the skull pass boxset because it's a lot cheaper than buying all those night goblins individually.
2.I completely agree with how you want to set up you units.
3.The only thing I use wolf riders for is redirecting enemy units to get on there flanks with something bigger or to cancle the rank bonus of units already in combat.
4.The only other advantage to normal gobbos are that they can have light armour in addition to their shields.
5.As for the general, I'd use skarsnik because he has ld 8, 6 wounds, 4 str 5 attacks, and 4 str 6 killing blow attacks.
6.squig hoppers are very good in combat, if they charge.
7.the snotling pump wagon is only good if it charges.
i could just take a common goblin general. They have ld 8 too.
and perhaps a battle standard bearer with rowdy grott's big red raggedy banner so i can reroll failed panic tests;
this will cost me less then the skarsnik character and should have a bigger effect on my army in terms of panic test succes
or unless i'm missing something here
the common goblin wich spear and shield would cost 1 point more then a night goblin with spear and shield, cause of his light armour. Is this 1 point/model extra worth its cost?
Last edited by miljaar; July 17th, 2007 at 13:24.
For the most part don't tool up Goblins really at all, the idea is to keep em as cheap as possible and just have lots of them. Nets however are definitly worth the points for any unit you expect to do a far amount of fighting as will make your units at lot more survivable.
I tend to use my light cavalry as just harrassment units to get in the way and try to take out any small enemy units or warmachines. I'd only really spend extra points on command if I was planning on using them to flank charge at the same time as chucking my big units of goblins in just to add to the combat res.
As for your army running away a battle standad bearer is useful but for the most part they're cheap and goblins are meant to run away anyway.
I prefer night gobbos to normal gobbos as the models are much nicer, and they get fantastics XD ( fanatics ) .
"The anatomy of your brain is more than your mind can handle. What?"
Vampire Counts - 3500 Points
Orcs And Goblins - 2000 Points
yet i'm some what a dualside player
i like the very looks of the green horde and it's brute and diverse variety of units and offcourse the troublesome animosity that goes alongside with it
but i'd also like to get them into action instead of my whole army fleeing of the table
therefore i'm looking for solutions to counteract or at least 'diminish' the effects of failed panic tests some %'s.
Last edited by miljaar; July 18th, 2007 at 21:55.
For panic tests you just have to adjust your unit size depending on what your facing I normally start with a basic unit of 35 and add to or take based on how much shooting I'm likely to face. I've played before with a unit as big as 60 although this is probably a tad excessive.
Its also worth using other units to split up your force to try and stop all the goblins running away at once, squigs, snotlings, giants and trolls could all do this.
For break tests thats were the battle standad is useful, as combined with nets lots of ranks, outnumbering you shouldn't really be losing combats by too much so a re roll can be nice.
As for fear, terror and the like there ain't a lot you can really do against that except make sure you outnumber the enemy unit and hope for the best really.
Hope maybe this helps in some way.
it really does
For some real fun put 40 (39, without hero) in a unit with FC, nets, spears, and fanatics. Then add a army standard bearer with the spider banner, giving the entire squad poison attacks.
If you don't include the BSB's attacks, you have your fanatics rip apart any chargers, then the nets are released, and you have all poison attacks on the return. Better if you are the charger. Then you have 16 poison attacks (I rank this unit 8 by 5 for maxim attacks to ranks ration. You have to kill 13 to bring me to a 2 rank bonus.) plus the BSB after fanatics and nets have done there job.
I now bring +6 to Combat Res without making a kill. (standard, 3 ranks, outnumber, BS. The odds of winning are closer to my favor, especially since I have made it hard to destroy my ranks.
how do you get 16 attacks on the charge? shouldnt it be 8 since you only fight with 1 rank then?