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Post by frozenfood on Oct 23, 2017 18:01:18 GMT
I ususally take night goblins because they are cheaper and can contain fanatics. What do you guys use?
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Post by gjnoronh on Oct 23, 2017 20:44:45 GMT
I do as well for the same reason BUT we have the Goblin King himself Kevin Coleman on this forum and he prefers common Goblins. He will give you his reasons eventually (IIRC higher leadership)
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Post by Horace on Oct 24, 2017 11:12:43 GMT
You are trading 1 Leadership (7 vs 6) for 1 initiative (2 vs 3) against Night Goblins. Regular Goblins also have the potential for an extra pip of armour save since they come with Light armour and can buy a shield. Night Goblins get all the Nets & Fanatics upgrades, common Goblins can take Nasty Skulkers.
They both have pros and cons, I sometimes use both.
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Post by KevinC on Oct 24, 2017 12:47:15 GMT
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... We had a similar discussion here: Goblins v. Night Goblins
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Post by TheREALricksalamone on Oct 25, 2017 17:05:56 GMT
+1 for chaos goblins. 5 points per guy with spear and shield. Then you get 2 mutations.
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Post by frozenfood on Oct 26, 2017 5:19:19 GMT
Nasty skulkers have killing blow but he still gets his armour save. Wouldn't a great weapon have more impact then?
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Post by knoffles on Oct 26, 2017 12:25:22 GMT
Nasty skulkers have killing blow but he still gets his armour save. Wouldn't a great weapon have more impact then? Hey Frozen, killing blow ignores both armour and regen saves on the '6' to wound roll (as well as multi wounds). Ward saves can still be taken as normal though.
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Post by frozenfood on Oct 26, 2017 15:49:07 GMT
WHAT?? Why has no one told me this before? Why can't I remember all the rules? Why is this game so complicated? Am I masochistic because I like it? SO MANY QUESTIONS!!!!
(goes to sob in a corner)
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Post by mottdon on Oct 30, 2017 19:25:00 GMT
I believe that Nasty Skulkers can also accept challenges and/or issue them, protecting any characters in your unit that much longer. KevinC, am I correct in this?
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Post by KevinC on Nov 1, 2017 3:30:37 GMT
I believe that Nasty Skulkers can also accept challenges and/or issue them, protecting any characters in your unit that much longer. KevinC, am I correct in this? ---Yes, they count as characters.
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Post by copperpotmd on Nov 22, 2020 21:40:08 GMT
+1 for chaos goblins. 5 points per guy with spear and shield. Then you get 2 mutations. Where do you see these chaos goblins??
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Post by knoffles on Nov 23, 2020 19:24:23 GMT
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Post by copperpotmd on Nov 23, 2020 20:03:18 GMT
Oh. Oh my. This is fantastic!
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Post by gregwarhamsters on Nov 25, 2020 14:18:22 GMT
I've not seen the nasty skulkers - probably because I've sold my O&G many years ago and no body I know takes common goblins. So if Nasty skuljers count as characters can they leave a unit? I remember using hereos to divert enemy units, this makes using them cheaper still without the disadvantage of losing points straight away - as said above you've gotta kill the unit.
Greg
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Post by mrbaldrick on Nov 27, 2020 17:45:36 GMT
For the most part I like the O&G book for 8th but common goblins did get the short end of the stick. Jeremy Vetock really hampered their ability to be an army of their own. I know everything can't make its way into the book, but they could have gotten a little more. It isn't impossible but it is an uphill battle.
Older editions allowed goblin units to take great weapons it's a shame that didn't make it into the 8th book. If I remember correctly it was 6th or 7th that the level 3 & 4 wizards got to use the Big Waaagh! and the 1 & 2s used the Little Waaagh. That was helpful for goblins to have more magic options.
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