COLEMANIA: Goblin GT army list & tactics, 2011 Colonial GT
Jul 4, 2017 13:56:11 GMT
wilsonthenarc and simon like this
Post by KevinC on Jul 4, 2017 13:56:11 GMT
This is a tournament list I used in the 2011 Colonial GT (a tournament of 60+ players) where I came in 12th place. This was originally posted in The Warhammer Forum. I describe my thoughts about designing the list and posted it to the forum after several members was curious about the "12th place O&G army."
My Goblin Horde Is The Most Vile Coalition Of Scum And Villainy North Of Washington D.C.
Hi guys,
Since there seemed to be some interest in my army list in the Colonial GT thread, I though I'd start my own topic for those interested goblinoids out there (rather than steal the thunder in the other thread :wink: ).
Below is my list with some brief thoughts regarding each unit...
Lords (490 pts)
285 Grom the Paunch of Misty Mountain
---I've always been a big fan of 'The Paunch'. In game terms, he makes for a durable Goblin Warboss with Regeneration and a 5+ ward from his banner. He entirely negates Elven Fear, which is neat, and the Axe of Grom makes him hitty at Strength 6 combined with Killing Blow, Elf players have to be particularly careful since Grom's Killing Blow works on a 5+ against all Elves.
What really makes him unique is that he's the only gobbo that can declare a Waaagh!, and Grom's Waaagh! is the only Waaagh! that effects Goblin units. This is extremely useful as large Goblin units become dangerous when they generate large combat res. For example, in this particular tournament one of my Goblin units caused a unit of 6 Chaos Knights of Khorne to break and flee off the table simply due to combat res. The Goblins charged down hill at the Knights while Grom declared a Waaagh as he charged a unit of Chaos Warriors. This meant the charging Goblins had a +7 combat res (+3 ranks, +1 Banner, +1 Charging, +1 Upper ground bonus, +1 Grom's Waaagh!). The Goblins managed to topple a Chaos Knight for a total of +8 CR and won the combat by 2! The Knights failed their break test and fled the table. Not bad for the little runts!
205 Morkwart Gutwarp, Da Prophet of Mork, Goblin Great Shaman + Level 4 + Dispel Scroll
---I know, why not a Night Goblin Great Shaman? Night Goblin Shamans may seem to be the obvious choice, especially to a Lizardmen, Daemon or Undead player who do not have to worry about Leadership, but for Goblin armies in particular, Leadership tests are a BIG deal. I'm personally more concern with the extra point of Leadership the Goblin shaman provides (LD 7) rather than the extra magic dice the Night Goblin provides. Simple as that!
Heroes (113 pts)
113 Gorgog, Goblin Big Boss + Light Armour + Short Bow + Great Axe + Charmed Shield + The Other Trickster’s Shard + Wolf Chariot
---I don't like to spend a lot of points on characters in general, but I wanted a hitty Goblin boss that was 100% expendable (as Grom is not expendable). I've always found Goblin characters riding a mount either Gigantic Spiders, Great Cave Squigs or, especially, chariots make nice support units. NO ONE wants to be charged by a chariot, especially a chariot that makes you reroll ward saves (the other trickster's shard)! The Charmed shield is for any player that would dare fire a cannon at my sneaky chariot-riding gobbo!
Core (895 pts)
235 Grom’s Goblin Guard
50 Goblins + Shields + Full Command + Nasty Skulkers x3
260 Da Sneaky Stikkas
50 Goblins + Short Bows + Shields + Full Command + Nasty Skulkers x3
170 Stogg’s Stunty Stompas
40 Goblins + Shields + Full Command
230 Da Grinning Moons
35 Night Goblins + Nets + Full Command + Fanatics x2
---I LOVE large units of infantry! Especially of cute little greenies like gobbos and Gnoblars! I've found in 8th edition that large units of Goblins work well for two reasons. One is that large units stay steadfast longer and, two, they are a form of victory point denial. My opponent's can actually have trouble scoring a lot of victory points against me. This is because my steadfast Goblins are difficult to completely destroy and even if they end up breaking, the enemy MUST catch them lest they rally and become difficult to break again! In most of my games, my opponents rarely are able to completely destroy my large units of Gobbos.
Da Sneaky Stikkas unit is particularly useful as they can shoot a large amount of shots deployed as a horde and I try and volley fire as much as possible. They become really nasty if I cast ‘Gift of the Spider-God’ on them, giving them poisonous attacks (who needs a Skink when you have poisonous Goblin archers?)!
Regarding Nasty Skulkers...they are simply nasty (pun intended)! For a mere 30 points, you get 9 ASF, KB attacks which can easily take out any character that is not immune to Killing Blow. There is no need to take Goblin characters to lead your units. Goblin characters in Goblin infantry units are simply easy victory points, with supporting attacks and all, a T4, 2W Goblin is easily slain and giving characters magic armour or other protection makes them too expensive. A Goblin boss is 35 points, plus any wargear or magic items you give him. For a mere 30 points, you get 3 Goblins with ASF, AP and KB (for the first turn) that can seriously threaten or kill enemy characters and even if the Skulkers fail and/or die, your opponent is not getting VPs unless they destroy the entire Goblin unit (which is much easier said than done).
In this tournament, a highlight was when a Nasty Skulker slit the throat of a Grey Seer (it was a quite messy affair with black pus flying everywhere from the Seer's throat, but it was certainly fun!). At Adepticon, the previous weekend, a Skulker cut the heart out of a Bretonnian BSB during a team tournament, causing my team to win the game and ultimately claim 2nd place overall!
Special (840 pts)
Zoggrot’s Dog Carts
150 Goblin Wolf Chariot x3
55 Goblin Wolf Chariot + extra wolf
100 Goblin Wolf Chariot x2
---I LOVE chariots! So although my armies usually include a couple chariots, I recently had an epiphany while trying out the new Goblin book. You see, I was paying for a couple of Wolf Rider units armed with short bows, which were 55 points a pop. Although they worked ok, I realized for 5 points cheaper, I could simply take a goblin chariot! Although a chariot has 2 less wounds than 5 wolf riders, a chariot has +1 Toughness and can do the same job as a unit of Wolf Riders...only better. You might be able to get away ignoring a unit of fast cav, but you can't ignore a chariot! Everyone fears a chariot!
Combining chariots into units allows you to include more chariots in the army and also creates cheap units that are exceptionally deadly. A 100-point unit of 2 chariots is nothing in terms of victory points, but at the same time if they charge the right unit(s) they can win you the game with 2D6+2 S5 impact hits. I pretty much use my chariots as suicide bombers, I try and choose my opponent's important/tough units and charge my chariots recklessly into them. With the goal of causing mass damage, softening them up so that the rest of my army can finish them off. Of course, if my chariots break and run down the unit on their own I don't complain!
150 Mordak’s Mad Mob
Night Goblin Squig Herd (15 Squigs, 10 Night Goblins)
---I could go on about Squigs Herds for hours. 2 Attacks, S5, WS4, Immune to psych, cheap ranks and exploding damage. Squigs are akin to chariots in the fact that they hit hard and at the same time, can be thrown away as expendable, cheap units. In the simplest of terms, the Squigs charge in and kill you, if they don't, then they explode and still kill you (or at least cause more damage) and cause damage to everyone around them! Positioning them correctly so that they cause the maximum amount of damage to the enemy as possible when they explode can mean all the difference between a loss and a win.
Da War Trolls of da Grey Mountains
350 10 Trolls
35 1 Troll
---Monstrous Infantry in general are nasty with up to 3 supporting attacks each, stomp attacks and being exceptionally resilient with typically 3 Wounds each and a decent Toughness. Trolls are the king of Monstrous Infantry being even more difficult to kill because of their regeneration, absolutely devastating to heavy cav or anything with a high armour save because of their vomit and costing a mere 35 points each. A big unit of Trolls can be difficult to deal with because if you don’t come up with a plan fast enough, they are on top of you in no time… and this is happening while my chariots race towards your battle lines and the Nasty Skulkers are slowly creeping forwards…
Rare (160 pts)
Da Looney Lobbas
80 Goblin Doom Diver Catapult
80 Goblin Doom Diver Catapult
---Doom Divers are my favourite Goblin artillery simply because they are difficult to miss with. I’m not a big fan of the Rock Lobber because it does not negate armour. The way I see it, if you don’t wear armour than my gobbos don’t need any help with you. But if you are heavily armoured Chaos Warriors, Dwarf Ironbreakers or heavy Cav, etc., I want to throw a gobbo with a big spiky helm at you to negate your fancy-pants armour! Doom Divers do this quite nicely!
Grand Total = 2,498 points
Overall I ended up going 4-1 and 12 place overall. I defeated Lizardmen, Warriors of Chaos, Skaven, and Vampire Counts; and lost to Dark Elves.
Hope you found the post interesting!
Cheers,
Kevin
My Goblin Horde Is The Most Vile Coalition Of Scum And Villainy North Of Washington D.C.
Hi guys,
Since there seemed to be some interest in my army list in the Colonial GT thread, I though I'd start my own topic for those interested goblinoids out there (rather than steal the thunder in the other thread :wink: ).
Below is my list with some brief thoughts regarding each unit...
Lords (490 pts)
285 Grom the Paunch of Misty Mountain
---I've always been a big fan of 'The Paunch'. In game terms, he makes for a durable Goblin Warboss with Regeneration and a 5+ ward from his banner. He entirely negates Elven Fear, which is neat, and the Axe of Grom makes him hitty at Strength 6 combined with Killing Blow, Elf players have to be particularly careful since Grom's Killing Blow works on a 5+ against all Elves.
What really makes him unique is that he's the only gobbo that can declare a Waaagh!, and Grom's Waaagh! is the only Waaagh! that effects Goblin units. This is extremely useful as large Goblin units become dangerous when they generate large combat res. For example, in this particular tournament one of my Goblin units caused a unit of 6 Chaos Knights of Khorne to break and flee off the table simply due to combat res. The Goblins charged down hill at the Knights while Grom declared a Waaagh as he charged a unit of Chaos Warriors. This meant the charging Goblins had a +7 combat res (+3 ranks, +1 Banner, +1 Charging, +1 Upper ground bonus, +1 Grom's Waaagh!). The Goblins managed to topple a Chaos Knight for a total of +8 CR and won the combat by 2! The Knights failed their break test and fled the table. Not bad for the little runts!
205 Morkwart Gutwarp, Da Prophet of Mork, Goblin Great Shaman + Level 4 + Dispel Scroll
---I know, why not a Night Goblin Great Shaman? Night Goblin Shamans may seem to be the obvious choice, especially to a Lizardmen, Daemon or Undead player who do not have to worry about Leadership, but for Goblin armies in particular, Leadership tests are a BIG deal. I'm personally more concern with the extra point of Leadership the Goblin shaman provides (LD 7) rather than the extra magic dice the Night Goblin provides. Simple as that!
Heroes (113 pts)
113 Gorgog, Goblin Big Boss + Light Armour + Short Bow + Great Axe + Charmed Shield + The Other Trickster’s Shard + Wolf Chariot
---I don't like to spend a lot of points on characters in general, but I wanted a hitty Goblin boss that was 100% expendable (as Grom is not expendable). I've always found Goblin characters riding a mount either Gigantic Spiders, Great Cave Squigs or, especially, chariots make nice support units. NO ONE wants to be charged by a chariot, especially a chariot that makes you reroll ward saves (the other trickster's shard)! The Charmed shield is for any player that would dare fire a cannon at my sneaky chariot-riding gobbo!
Core (895 pts)
235 Grom’s Goblin Guard
50 Goblins + Shields + Full Command + Nasty Skulkers x3
260 Da Sneaky Stikkas
50 Goblins + Short Bows + Shields + Full Command + Nasty Skulkers x3
170 Stogg’s Stunty Stompas
40 Goblins + Shields + Full Command
230 Da Grinning Moons
35 Night Goblins + Nets + Full Command + Fanatics x2
---I LOVE large units of infantry! Especially of cute little greenies like gobbos and Gnoblars! I've found in 8th edition that large units of Goblins work well for two reasons. One is that large units stay steadfast longer and, two, they are a form of victory point denial. My opponent's can actually have trouble scoring a lot of victory points against me. This is because my steadfast Goblins are difficult to completely destroy and even if they end up breaking, the enemy MUST catch them lest they rally and become difficult to break again! In most of my games, my opponents rarely are able to completely destroy my large units of Gobbos.
Da Sneaky Stikkas unit is particularly useful as they can shoot a large amount of shots deployed as a horde and I try and volley fire as much as possible. They become really nasty if I cast ‘Gift of the Spider-God’ on them, giving them poisonous attacks (who needs a Skink when you have poisonous Goblin archers?)!
Regarding Nasty Skulkers...they are simply nasty (pun intended)! For a mere 30 points, you get 9 ASF, KB attacks which can easily take out any character that is not immune to Killing Blow. There is no need to take Goblin characters to lead your units. Goblin characters in Goblin infantry units are simply easy victory points, with supporting attacks and all, a T4, 2W Goblin is easily slain and giving characters magic armour or other protection makes them too expensive. A Goblin boss is 35 points, plus any wargear or magic items you give him. For a mere 30 points, you get 3 Goblins with ASF, AP and KB (for the first turn) that can seriously threaten or kill enemy characters and even if the Skulkers fail and/or die, your opponent is not getting VPs unless they destroy the entire Goblin unit (which is much easier said than done).
In this tournament, a highlight was when a Nasty Skulker slit the throat of a Grey Seer (it was a quite messy affair with black pus flying everywhere from the Seer's throat, but it was certainly fun!). At Adepticon, the previous weekend, a Skulker cut the heart out of a Bretonnian BSB during a team tournament, causing my team to win the game and ultimately claim 2nd place overall!
Special (840 pts)
Zoggrot’s Dog Carts
150 Goblin Wolf Chariot x3
55 Goblin Wolf Chariot + extra wolf
100 Goblin Wolf Chariot x2
---I LOVE chariots! So although my armies usually include a couple chariots, I recently had an epiphany while trying out the new Goblin book. You see, I was paying for a couple of Wolf Rider units armed with short bows, which were 55 points a pop. Although they worked ok, I realized for 5 points cheaper, I could simply take a goblin chariot! Although a chariot has 2 less wounds than 5 wolf riders, a chariot has +1 Toughness and can do the same job as a unit of Wolf Riders...only better. You might be able to get away ignoring a unit of fast cav, but you can't ignore a chariot! Everyone fears a chariot!
Combining chariots into units allows you to include more chariots in the army and also creates cheap units that are exceptionally deadly. A 100-point unit of 2 chariots is nothing in terms of victory points, but at the same time if they charge the right unit(s) they can win you the game with 2D6+2 S5 impact hits. I pretty much use my chariots as suicide bombers, I try and choose my opponent's important/tough units and charge my chariots recklessly into them. With the goal of causing mass damage, softening them up so that the rest of my army can finish them off. Of course, if my chariots break and run down the unit on their own I don't complain!
150 Mordak’s Mad Mob
Night Goblin Squig Herd (15 Squigs, 10 Night Goblins)
---I could go on about Squigs Herds for hours. 2 Attacks, S5, WS4, Immune to psych, cheap ranks and exploding damage. Squigs are akin to chariots in the fact that they hit hard and at the same time, can be thrown away as expendable, cheap units. In the simplest of terms, the Squigs charge in and kill you, if they don't, then they explode and still kill you (or at least cause more damage) and cause damage to everyone around them! Positioning them correctly so that they cause the maximum amount of damage to the enemy as possible when they explode can mean all the difference between a loss and a win.
Da War Trolls of da Grey Mountains
350 10 Trolls
35 1 Troll
---Monstrous Infantry in general are nasty with up to 3 supporting attacks each, stomp attacks and being exceptionally resilient with typically 3 Wounds each and a decent Toughness. Trolls are the king of Monstrous Infantry being even more difficult to kill because of their regeneration, absolutely devastating to heavy cav or anything with a high armour save because of their vomit and costing a mere 35 points each. A big unit of Trolls can be difficult to deal with because if you don’t come up with a plan fast enough, they are on top of you in no time… and this is happening while my chariots race towards your battle lines and the Nasty Skulkers are slowly creeping forwards…
Rare (160 pts)
Da Looney Lobbas
80 Goblin Doom Diver Catapult
80 Goblin Doom Diver Catapult
---Doom Divers are my favourite Goblin artillery simply because they are difficult to miss with. I’m not a big fan of the Rock Lobber because it does not negate armour. The way I see it, if you don’t wear armour than my gobbos don’t need any help with you. But if you are heavily armoured Chaos Warriors, Dwarf Ironbreakers or heavy Cav, etc., I want to throw a gobbo with a big spiky helm at you to negate your fancy-pants armour! Doom Divers do this quite nicely!
Grand Total = 2,498 points
Overall I ended up going 4-1 and 12 place overall. I defeated Lizardmen, Warriors of Chaos, Skaven, and Vampire Counts; and lost to Dark Elves.
Hope you found the post interesting!
Cheers,
Kevin