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====Goblins==== *'''Goblin Wolf Chariot:''' (Goblins) 50-150pts. A much faster, more fragile chariot option, better for taking on light infantry/fast cav. Unlike the Orc Chariot, you can take these things in units of three. However, it's usually better not to due to leadership checks for losing just one chariot. *'''Goblin [[Spear Chukka]]:''' (Orc/Goblins) 35pts. Spear chukkas are still the cheapest bolt throwers in-game, partly for the reason that they can misfire just like a stone thrower. Although, they still remain the same price as 8th where every other one has dropped (DE, HE, Dwarves, etc.), so they're relatively more expensive. Still benefit from the edition's wide long-range accuracy increase. May take 1-2 Spear Chukka's as a single special choice. *'''Goblin [[Rock Lobber]]:''' (Orc/Goblins) 85pts. a Stone thrower run by goblins. Can also take an Orc Bully for an extra wound. A fairly standard catapult. Great for flattening Dragons, Manticores, Hydras, Terrorgheists, Daemon Princes, Skycannons and other huge things that orcs normally have a problem dealing with. Even if these juicy targets are not present, it does relatively good against hordes of cheap models. A Rock Lobba is rarely a bad choice. *'''Goblin [[Nasty Skulker]]s:''' (Goblins) your backstabbing knife goblin. Scouts up and lets other units engage enemies head-on so they can get their ASF and AP bonuses for flank charging, then have a chance to flee unpursued at the end of combat. *'''Night Goblin Squig Hunters:''' (Night Goblins), your paying more than 5+ ppm (expensive for goblins) to place Night goblins with big weapons in front of the enemy turn one. Skirmish Scouts with Immunity (Psychology) can all have Nets, be S4 and/or Fight in Extra Ranks (1). The cheap way to run them is necked and bodyblock the enemy for a turn. The expensive way is to take all the upgrades and have 3 full ranks, then hid them behind terrain so they can draw attention or pincer attack. (Skirmisher don't let them benefit from flanks but Sneaky Stabbin' dose). *'''[[Squig Herd]]s:''' (Night Goblins) One of the more useful special units for O&G, squig herds are great for taking out large blocks of infantry. They put out a lot of attacks, so at their worst, they can at least soften up an enemy unit for your boyz to finish off later. They also EXPLODE if they break or if all herders are killed, so a loss in combat can potentially cause quite a bit of damage to the enemy. Moving the unit forward as fast as possible and counting on them to explode amidst your opponent's units is actually called a ''squig bomb'' and very effective. Good unit sizes include 9 squigs/3 herders (squig bomb or multiple small units), 18 squigs/6 herders (flanking unit) and 30 squigs/10-15 herders (horde combat block). *'''Night Goblin [[Squig Hopper]]s:''' (Night Goblins) Where herds are more about the squigs alone, Hoppers are a special cavalry unit. These are good for harassing enemy units and flank charging, as their relatively high speed and random movement can get them where they need to go better than herds. They only have 6+ armor save, so you have to be very picky with what you fight with squig hoppers. Having random movements actually gives Squig Hoppers several interesting advantages: They can pivot then move, giving them an effective 360* threat, and the opponent cannot declare a charge reaction against them, letting them ignore flee or stand-shoot reactions. Although they charge in the compulsory subphase, preventing them from disabling Stand&Shoot for your mainline troops, they can deny a sufficiently large area versus enemy light cavalry. Note that only a Night Goblin Boss riding a Giant Cave Squiqs can join Squig Hoppers, which lets you re-roll the random movement dice. However, said Boss will not benefit from Look Out Sir and will be cannon-bait. Squig Hoppers are both cavalry and skirmishers, so it is not worth it to have multiple ranks: Skirmishers can never disrupt their opponents when charging the flank or rear, and only the riders of cavalry models can make supporting attacks, not the mounts. And let's be honest, you're not fielding Squig Hoppers for the Night Goblin riders. *'''Night Goblin [[Sneaky Snuffler]]s:''' (Night Goblins) 8ppm Skirmishers Goblins with a S4 Squig. They fight on you goblin's flanks in a pinch, but their true power is sacrificing their movement for the chance for a Night Goblin unit within 6" gains Frenzy. Amps up Squigs and Squig Hunters.
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