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Post by herecomestomorrow on Dec 20, 2023 20:00:37 GMT
I've decided to build the mostly night goblins only army I've always wanted and have a few questions:
Unit sizes; whats the best unit size for basic goblins? I play skaven and am looking at units of about 40. Same question for squig hoppers and squid herds. I've been making lists with them at 10 and 20 (plus required gobbos) respectively.
What do snotling pump wagons bring that chariots don't? Is it just that they're a bit cheaper?
Aside from Doom Divers how important are spear chukkas and rock lobbas?
Araknarok's worth it?
Can a warboss on a gigantic spider join a unit of spider riders? If not can they be of any use or will it just get sniped off the table?
It feels like including netters and three fantatics into a night goblin unit (if taken in units of around 40) starts to get inefficient points-wise. Do people generally max out night goblin unit upgrades or just stick with fantatics?
Were Grom or Skarsnik considered good for their points? I don't generally like taking named characters but I really like their rules.
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Post by copperpotmd on Dec 20, 2023 20:36:04 GMT
40 is a pretty good size...run them in a bus with HW/S and letters for longevity, or in a horde with spears. 10x2 for Archer units, and Fanatics galore in your front line units!
Squig herd is incredible...run them 30 squigs and 10 herders or small units to explode.
I love Spear chukkas...35 pts for a bolt thrower? Absolutely. Give me 3. DoomDiver is also great, and I rarely take a lobba.
Trolls are sweet...I think they are pretty neat. They bring an OH SHIT factor that the rest of your army generally doesn't. And giants. And yes, the Arachnorak is worth it...just be mindful of keeping it in a leadership bubble.
Finally...I love skarsnik. I would keep him in a small bunker of archers and within 12 inches of a horde to optimize his prodder. And his deployment rule is cool too.
I prefer orcs...but everything above is still something I incorporate into my lists.
I look forward to hearing more about your army!
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Post by mcnuggs on Dec 20, 2023 22:51:25 GMT
I agree with basically everything copperpotmd says. 40 (5x8) with Shields, Netters, Command, and Fanatics or 20 (10x2) with Bows, Musicians, Fanatics. Squig Hoppers suck but I really enjoy squads of 10, 5x2. Also a fan of a Big Boss on a Giant Squig for essentially the same job, but kitted out real Nasty-Like with some sort of armor save and spear, sometimes a Ruby Ring of Ruin. Squig Herd I enjoy small darts (3 herders with 9 squigs, 3x4) as a bomb or a larger unit (I find 7 herders and 21 squigs, 7x4 works well without being too expensive.) I don’t like the horde much as there isn’t a ton of table space for a goblin army but MAN does that thing hit hard. It is expensive though and any death caused before the Squigs attack means fewer attacks. Pump Wagons bring an all around good time to the table. Think about them as more Mangler Squigs, piloted by tiny green imp men, rather than Chariots. Your chariots are hard chaff with T4, Armor, and Impact hits, these things are missiles. I like to equip mine with Outriggas (3d6 base move) and Spiky Rollers (S5 impact hits) and then chant PUMP PUMP PUMP when you roll them. Hilarious. Spear Chukkas rule. Rock Lobbas RULE. Doom Divers are very fun. Tournament style O&G lists bring the max of these possible, so I like to bring one of each, maybe two spear Chukkas to keep my lists toned down. I say bring a ton if you want to win, bring fewer for shorter turns and more fun for the opponent. Unless you want to show that lovely Chimaera/Daemon Prince the definition of pain, in which case hit him with TWO ROCKS. Arachnaroks are worth it, but, as mentioned above, have low LD. They are best suited for killing infantry and holding against Static Combat Res (almost the opposite of my Frostheart, really.) They have a bucket of S5 attacks and a Thunderstomp, and Stubborn for when they inevitably lose combat to the 40 rats. Don’t upgrade them, and only take as Rare points allow. The Warboss can join Spider Riders, but doesn’t get Look Out Sir! considering they have different base sizes. Again, I’d use this guy like the Night Goblin Big Boss on Giant Squig - Kitted out semi nasty (still cheap,) running around and drawing fire/killing archers and warmachines. I only like a few Fanatics (curse me all you want!) They are fun, good for softening up a unit, but not the most important thing in the world. Especially for 25 points per Fanatic, I like 2-3 in one of my units, and then spend the points on other toys. Just my two cents.
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Post by KevinC on Dec 21, 2023 1:37:51 GMT
I've decided to build the mostly night goblins only army I've always wanted and have a few questions: Unit sizes; whats the best unit size for basic goblins? I play skaven and am looking at units of about 40. Same question for squig hoppers and squid herds. I've been making lists with them at 10 and 20 (plus required gobbos) respectively. ----------I like them 40-50 strong.What do snotling pump wagons bring that chariots don't? Is it just that they're a bit cheaper? --------Upgrade then with spiky rollers and they dish out 2D6 S5 Impact hits, as opposed to a chariot's D6+1 impact hits. Pump wagons do start to get expensive with the upgrades and they have random movement.Aside from Doom Divers how important are spear chukkas and rock lobbas? ---------Doom Divers are the best. The other machines are good, they are not a must include if don't want them. 2 Doom Divers make for a strong artillery component. Araknarok's worth it? -------Yes, they are great monsters, hard to kill (T6, W8) and fun to play with. Can a warboss on a gigantic spider join a unit of spider riders? If not can they be of any use or will it just get sniped off the table? ----------Yes they can join a unit of spider riders, they don't get look out sir though, but that's not a big deal. They are powerful on their own. Keep them cheap around 90-105 points, and they can run around causing havoc. It feels like including netters and three fantatics into a night goblin unit (if taken in units of around 40) starts to get inefficient points-wise. Do people generally max out night goblin unit upgrades or just stick with fantatics? --------It's true all these upgrades get super expensive. I rarely buy more than two fanatics, 50 points of fanatics is good. If you start spending 75, or especially 100+ points on fanatics you are probably wasting points. You should put netters in your most fighty Night Gobbos units. Were Grom or Skarsnik considered good for their points? I don't generally like taking named characters but I really like their rules. -----------My view yes. I use Grom all the time. Skarsnik is good too.
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Post by herecomestomorrow on Dec 24, 2023 10:46:49 GMT
Thanks for the replies, good to know I was more or less on track with my list building.
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Post by grandmasterwang on Feb 6, 2024 11:45:27 GMT
Skarsnik can be hilarious if Mork and Gork are assisting with his deployment shenanigans special rule. Gobbla is no joke and I like the Prodda bound spell. I'd love the actually use Grom in a game one day but have no anecdotal experience for him unfortunately. I've never even seen him in a battle. Doom Divers are exceptional but Rock Lobbers are still good. As others have said Spear Chukkas are great for the points. They can easily make many multiples of their points back. I personally enjoy the Aracknarok even if I don't like spiders (IRL, a prejudice that carries to the tabletop)....in fact I used one in my last game (picture attached). I just don't use the actual model (still a Games Workshop model though) but I can appreciate it as a great kit. Night Goblin Big Bosses on Giant Squigs are awesome. All squigs are awesome! Props to you for going Mono Goblin 👏.
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Post by wundapantz on Feb 29, 2024 9:00:07 GMT
If you're happy mixing goblins with night goblins a goblin war boss in your main night goblin combat block is great value
His LD8 is massive and his combat ability is a boon, and the quasi-toughness boost through the netters help keep him alive. Because he isn't your general you can run him naked and give him a great weapon.
Remember skarsnik's prodder doesn't allow armour saves, so helps melt knights, monstrous cav and steam tanks and other units goblins can have trouble with
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