That Guy
New Member
Stay dangerous, it's safe out there...
Posts: 34
|
Post by That Guy on Feb 22, 2016 22:49:38 GMT
What is the better of the 2 night gobbo or regular gobbo?
And what specifications and composition please?
|
|
|
Post by KevinC on Feb 22, 2016 23:09:18 GMT
Common Gobbos iz da best!!
I don't have time to fully elaborate now, but I will when I get a chance...
|
|
|
Post by roughtimes on Feb 22, 2016 23:57:42 GMT
The one that looks cooler to you. /thread
|
|
|
Post by TheREALricksalamone on Feb 23, 2016 0:01:27 GMT
Common goblins are dope with their nasty skulkers, light armor, higher leadership, and cheap chariots.
|
|
|
Post by KevinC on Feb 23, 2016 2:55:23 GMT
Here are my thoughts: First, roughtimes has it right. I've always preferred common Goblins over Night/Forest Goblins because of aesthetics. And I do believe this is why anyone should choose armies/models/units – because you like the look of them best! In game terms, Night Goblins have always (arguably) had the edge over common Goblins, but in 8th edition I believe common Goblins are the better choice overall, though each type of Goblin has its own advantages. Common Goblin Pros
• Leadership 6 (this is a big deal, especially for an army made of entirely Goblins with no Orcs). • Better Equipment Options. Light armour & shield makes a difference with a 5+ armour and a 6+ ward for 3.5 pts per Goblin. Further you can add short bows on top of this, for a combined light armour, shields and short bows (4 points a Gobbo!). This makes a huge mob of Gobbos both 'shooty & fighty.' Indeed, this is my favorite way to arm Goblins - they are like the Goblin 'Seaguard.' • Nasty Skulkers. Most people underestimate these guys and they don't receive enough credit. For a total of 30 points, you get three of them (10 pts each). That's 9 ASF, Armour Piercing attacks (with Killing Blow on the first turn). They can cause series damage (for Goblin anyway!) and can make even Chaos Lords on foot or cav cower - you just need that one lucky 6! Whats more is that Nasty Skulkers are cheaper than a big boss (a Goblin Big Boss is 35 points base or 30 for a Night Goblin), can do more damage, and don't give away victory points when they die (you have to destroy the entire unit). This makes them better than Goblin heroes! Night Goblin Pros
• Initiative 3, is one point higher than common Goblins. Makes a big difference against other low initiative troops - Dwarfs, Ogres, Orcs, etc. • Hatred (Dwarfs). Dwarfs have always been a traditional tough army to fight against for Goblin armies. The Hatred helps a lot (especially with Squig Herds). • Cheapest base-troop Goblin. For 3 points you get either a Night Goblin with shield or with short bow. As opposed to common Goblins who only come with light armour at 3 points. To get the most out of the common Goblins you need to give them at least one more piece of equipment (say shields for .5 points). But Night Goblins are fine as is for just 3 points. • Fanatics. Fanatics are nice, of course, and they can cause decent damage and make your opponent second guess himself. However, they are overrated by most players. 25 points is a lot for them. In my typical 2,500-point army or less, I rarely field more than two. Once you start spending 75 points or more on fanatics it becomes a massive investment. For example, you can get a Mangler Squig for 65 points - 10 points cheaper than 3 fanatics! • Netters. Nets are a good option. But again 45 points for the whole unit is a lot, for 5 more points you could have another Goblin Chariot. Still, Night Goblin Mobs with shields and nets can be very dangerous. If you buy nets, the unit should be no less than 50 models. That way nets work out to be less than 1 point per model. The larger the unit the more cost efficient. In game terms, these are the differences of the two Goblin infantry types from the O&G book. But you might want to try out Dust Goblins, Hill Goblins, Fire Kobolds, Forest Goblins, Chaos Goblins, Skargobbos, or even Hobgoblins...
|
|
|
Post by roughtimes on Feb 23, 2016 3:40:13 GMT
Fascinating
I would have assumed night goblins would be hands down the better choice as a non-o&g player.
|
|
|
Post by KevinC on Feb 23, 2016 4:04:40 GMT
Most players believe Night Goblins are better. I disagree, and those are my reasons.
|
|
|
Post by Anton on Feb 23, 2016 6:19:14 GMT
The Night Goblins have far superior plastics. That seals the deal for me. Unless you have a ton of old metal Goblins or Forest Goblins I would go with Night Goblins.
|
|
|
Post by KevinC on Feb 23, 2016 12:38:04 GMT
The Night Goblins have far superior plastics. That seals the deal for me. Unless you have a ton of old metal Goblins or Forest Goblins I would go with Night Goblins. Agree the current common Goblin box set, which was released as part of the 6th edition releases, are too large. The newer Night Goblins stuff is great, in particular their size is accurate. Though the only proper Goblin is a Kev Adams Goblin!
|
|
|
Post by wilsonthenarc on Feb 23, 2016 13:26:59 GMT
Further you can add short bows on top of this, for a combined light armour, shields and short bows (4 points a Gobbo!). This makes a huge mob of Gobbos both 'shooty & fighty.' Indeed, this is my favorite way to arm Goblins - they are like the Goblin Seaguard. Puddleguard? Swampguard?
|
|
|
Post by wilsonthenarc on Feb 23, 2016 13:28:04 GMT
btw, I love that analogy. I love huge mobs of Goblins (of whick KevinC has many) Also, I wish Forest Goblins had a cool infantry choice.
|
|
|
Post by KevinC on Feb 23, 2016 14:04:43 GMT
Also, I wish Forest Goblins had a cool infantry choice. They do, see Warhammer: Grom
|
|
|
Post by TheREALricksalamone on Feb 23, 2016 15:24:17 GMT
Oh Will, wait until the full-blown campaign experience. His greenskin force is the pinnacle of goblin collections.
|
|
That Guy
New Member
Stay dangerous, it's safe out there...
Posts: 34
|
Post by That Guy on Feb 23, 2016 19:03:21 GMT
Fascinating I would have assumed night goblins would be hands down the better choice as a non-o&g player. Most players believe Night Goblins are better. I disagree, and those are my reasons. Interesting because I felt (possibly still feel) that way. I like the way regular goblins look and maybe the size difference is intentional where cave goblins are slightly smaller. I would not go pure goblin. I want them to go along with my orcs. My idea was to use 2 units one with melee and one with short bows. If my melee unit is around 40 models are spears or hand weapons better? For RG and NG?
|
|
|
Post by frozenfood on Feb 23, 2016 19:30:12 GMT
Rg are great for characters. Put a boss or a shaman on a wolf and you have one of the best combinations in the game. Super speed, a decent loadout and those warmachines are toast.
And night goblins make your enemy worry. Fanatics hurt everybody (including yourself)
|
|