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Newz: Current Competitions: Warmachine Conversion Competition and Bloodbowl Tournament.

 

 Night Goblin Horde
Slurge
Posted: Apr 14 2007, 12:38 PM


Snotling
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Hi, I'm new to the forum and to O&G. In WFB right now I have an Ogre army and I also play WAB and have Barbarian horde army that I like so, I'm thinking about trying something like:


Characters

Night Goblin Shaman (General) lvl 2 w/ Staff of Sneaky Stealin' -- 135 pts

Night Goblin Shaman lvl 2 w/ Horn of Urgok -- 125


Core

15 Night Goblin Mobs (25) w/ Bows, music, standard -- 87 pts ea (1305 total)

2 Goblin Spyder Riders Mobs (9) w/ music, standard -- 135 pts ea (270 total)

8 Fanatics -- 25 pts ea (200 total)


Special

6 Spear Chukkas 35 pts ea (210 total)


I think that comes to about 2245 pts and around 427 figures.

The Goblin Mobs are deployed in a checkerboard formation of 2 waves. 8 mobs in the first wave and 7 in the second. The first wave carries the fanatics and will flee if charged. Hopefully this will set the charger up for a flank charge from the second wave. Avoid at all cost the front of any enemy unit.

Spyder Riders fill holes in the line and the Spear Chukkas are placed as the situation requires.

Similar tactics work well in WAB any thoughts for WFB.

Thanks

This post has been edited by Slurge on Apr 15 2007, 05:44 PM
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orkfang
Posted: Apr 16 2007, 07:09 PM


emperur Waaaghner
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i hope you have lots of money twocents.gif and time, and likes painting same models once and once again... dry.gif
otherwise you should have something with better leadership than 5, a goblin/night goblin warboss wouldn't hurt. animosity will hurt a lot but you'll probably overwhelm most things anyway. but it sounds a bit cheesy cheese.gif i must admit....does not feel right for me (compare with my list, it the ones none answered with my name on the right)
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Warboss Dragoneye
Posted: Apr 16 2007, 07:45 PM


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Cheesy? I'm not so sure... If those front waves flee, the fanatics will be crushed in the confusion. And testing for panic on LD 6 won't be pretty. But yes, lots of twocents.gif could be needed for a list like this one. It looks rather unpredictable to me. Sure, you can overwhelm the enemy, but you only have 2 characters, and miscasts can really, really hurt when your general is a wizard.
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Fikkle.da.Night.Goblin.
Posted: Apr 16 2007, 08:26 PM


has a night goblin complex
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ok Night goblins dont work that well when u rely on leadership when the front wave breaks there is a strong chance they will take the second rank with them...

i would make your night goblin units bigger and less of because of this also keep them bout 8" away from each other at least to avoid contagious panicking


use trolls/ giants or squig herds as your first wave of actual combat

once the enemy has ground through these [which they will, DONT BE AN OPTOMISTIC NIGHT GOBBO laugh.gif ] all the while being blasted by magic [personally i take three shamans but rarely use archers

then they can be thrown against your troops.....well not quite i stock up on fanatics at least two per unit [3 if i can afford it especially combined with mad cap mushrooms for a lot of strength 5 hits] so when the enemy get within 8" they will be worn down again [still blastin with that magic!]

then they get too fight your core troops who should ihmo take netters that minus 1 strength too opponents is worth it, a few snotling choices can be used to hit flanks as well

as for heroes max out on them and look for leadership boosting items and items that cause max damage [see other topics on boards]

hope this helps a bit

good luck

your gonna need it blink.gif

fikkle [night goblin playa]
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Slurge
Posted: Apr 17 2007, 02:23 AM


Snotling
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Hey, thanks for the responses and excellent suggestions.

Yeah its gonna take me a while but as far as lots of painting goes, I already have a WAB Barbarian Horde with well over 250 figures and growing. Even better no two of them are painted exactly the same.

I am actually planning on building a Gnoblar Horde but will need closer to 700 figures to complete and I found a bunch of Night Goblin figures cheap so I thought I'd try that first.

I will probably end up adding some more characters before I get finished I havn't figured how to deal with fear or terror without them.

Leadership 6 is fairly low but I hope for the most part to avoid testing against that. My plan is to bait and flee with a unit in position to charge into a flank.
25 Night Goblins to the flank of a Unit of say 10 Empire Knights.

Goblins charge and kill 0 knights 2 knights + warhorse strike back and score maybe 2 kills. Combat res. Empire 2kill + 1banner = 3 Goblins 1banner + 3 ranks + 1flank +1outnumber = 6. Leadership 8 - 3 has the knights testing on a 5 and if they get really lucky they run down the fleeing knights. Even if the knights don't flee they will most likely continue to loose until someone comes to rescue them.

Lots of of other things can go wrong but looks like fun. I like the look of really large armies and the looks you get from across the table when you put out 20+ units.

Really I have a specific opponant in mind for this army and it should drive him nuts. He plays a Dwarf gun line and for the most part is not a lot of fun to play against. I don't believe he will be able to shoot them fast enough to stop them.

Again thanks and I have enjoyed the forum so far.

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Avian
Posted: Apr 17 2007, 08:52 AM


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QUOTE (Slurge @ Apr 17 2007, 03:23 AM)
My plan is to bait and flee with a unit in position to charge into a flank.
25 Night Goblins to the flank of a Unit of say 10 Empire Knights.

I think this is an unreasonably optimistic battle plan. biggrin.gif No matter your skill, it takes quite a bit of luck to get goblin infantry to flank charge knights, unless your opponent is incompetent.

Being an all-goblin player, I really don't see this kind of army working very well. Your leadership (5!) is too low and thus any fleeing unit will need to be lucky to rally. A single unit breaking will probably cause nearby units to do the same and you don't actually have anything that can fight. Your magic is probably not good enough to get much through and your shooting will be hampered by the large size of your army.
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rat of vengence
Posted: Apr 17 2007, 09:01 PM


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Sorry to be critical too, but I think this may not work the way you think. For starters, if you flee your front line units will run through your 2nd line, causing panic tests. Not good at leadership 5.

The shooting is good, but you had better hope to get a hill, because if you don't your chuckers will never be able to see an enemy past the 15 units of gobbos.


I would do as someone above suggested and make fewer units of 30 or so gobbos. I would also have at least one combat general with decent leadership (7 at least) to provide reasonable morale.
That still leaves you with one hell of a lot of gobbos, so don't be despondant. You will still be able to swamp you dwarven mate, but try to figure out how to apply enough force in one spot if you can.

Hope this helps. biggrin.gif

RoV
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Slurge
Posted: Apr 17 2007, 10:44 PM


Snotling
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Unreasonably optimistic battle plans are the only ones that I know. smile.gif

Besides, what else do you do with a box with about 300 night goblins in it?

All comments are appreciated critical or otherwise. I am hopeing that when a unit in the front wave flees the units in the second wave are positioned so they are not in the path of the fleeing unit. Once a unit flees I am not that concerned with it rallying.

I had thought about larger units but I beleive I still need 15. 15 units will make a front that, except for small gaps between the units, will fill a 6 foot table edge. The opposing units cannot move to flank, they must go through the line. I will probably end up adding some more characters like you suggested to get some better leadership and put in some harder hitting units in the second wave.

The chukkas are to shoot at stuff that finds it way through. However, if hills are available thats where they will be. Maybe between units in the front. Depends on terrian and what army is on the other side.

Tremble before the endless goblin mob

Thanks

This post has been edited by Slurge on Apr 17 2007, 10:53 PM
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Slurge
Posted: Apr 18 2007, 05:16 AM


Snotling
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Ok, thought a bit and made a few changes.

Characters

Night Goblin Warboss -GW, LA, +5 ward save -- 94 pts

NG Shaman - Horn of Urgok -- 125 pts

NG Shaman - Staff of Sneaky Stealing-- 135 pts

NG Shaman - Martogs Best Basha, The Pipes of Doom -- 135 pts


Core

12 X 25 Night Goblin Mobs w/Standard and Musician and short bow (87pt ea) -- 1044 pts

4 X 5 Spider Riders w/Musician and short bow (76pt ea) -- 304 pts

8 Fanatics -- 200 pts


Special

6 Spear Chukkas (35 pts ea) -- 210 pts



2247 pts
356 figures
8 casting dice
5 dispell dice (+1)

This post has been edited by Slurge on Apr 18 2007, 05:22 AM
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orkfang
Posted: Apr 18 2007, 06:18 AM


emperur Waaaghner
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i think it would be good to swap a shaman for a night goblin big boss battle standard carrying the big red raggedy banner, rerolling panic and break tests helps A LOT smile.gif
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Sart
Posted: Apr 18 2007, 07:04 AM


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Get nets you boob laugh.gif
At least then your optimism is supported by some in game ability to win combat.
Other then that the second list looks far better then the first that first list was horrifyingly bad.

Cheers sart <Ps dont listen to anyone units of 25 NG is fine make sure you get nets tho!! >

This post has been edited by Sart on Apr 18 2007, 07:05 AM
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rat of vengence
Posted: Apr 18 2007, 05:21 PM


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Sorry, something I missed earlier, do all 300 of your gobbos have the bows? blink.gif

RoV
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Slurge
Posted: Apr 18 2007, 09:11 PM


Snotling
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Yep, all goblins have bows.

I am not relying on actually killing things in HTH. Also the reason I did not include nets.

We also have a few locals who are fond of giants. I figured a 100 or so arrows might slow them down a bit
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Warboss Dragoneye
Posted: Apr 18 2007, 11:31 PM


Pyromaniac Goblin Warboss
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Well, that's...unique. Not quite sure how it would work out, but my experiences with Goblin archery show that the poor gits shouldn't rely on hunting to feed their families, and definately shouldn't rely on bows with a Giant bearing down on them.
That said, 100 arrows would probably get a few hits through, and any group of Goblins with a Giant bearing down on them are probably in trouble anyway biggrin.gif . The reason for giving them HW/Shield and Nets is mainly to keep them alive a little longer, and doesn't really affect their killing abilities.
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