Goblin Army Tactics

 

Goblin Tactics by Yekoj Frums

"Intro-dukshun"

"Como Friholes," yelled the little night goblin. "That means 'how ya

been" here in Miriangelo don't it?" The customers at Tactics and Ale

looked up for a second before returning to their conversations. One

wonders if the enchantments guarding the fabled inn and its illustrious

clientele have fallen into a state of disrepair. How else could such a

weedy fellow like this goblin have joined famous generals from across the

Old World as they sipped beer and talked.

"Hey! I'm Yekoj. I'm da Warboss of the Frums Night Goblin tribe from Red

Eye Mountain and I've been leading gobbos inta battle since.. well since as

long as I ken remember. Anyway, that's quite an achievement fer such a

liddle fellow like me! I'm here ta tell all you tall folks about how we

goblins fight! I can do that in one word—poorly. But if you feel like yer

up ta da challenge ya might want to lead a Waaaaaagh! of us sometime. It

may not be very successful but it sure is a lot of fun!"

"Da Mobz"

When ya first want ta start a Goblin Waaaaaagh! ya got to go get a whole

bunch of goblins. Goblins with spears and bows are the most numerous and

easiest to recruit. I'd get about 60-100 spear goblins and 30-60 arrer

ladz. (They are plastic and came with 4th edition rulz so there are scads

of 'em to be had—go get some, paint 'em and start yer Waaaaagh!)

Now that ya got a bunch of ladz its time ta start sortin' em out. Always

put da ladz in units of which are multiples of 4 plus 1. This means

5,9,13,17,21… This is cuz it takes 25% causalities ta cause a panic test

so having 21 gob's means da enemy has to kill 6 not 5 (we goblins don't

like taking panic tests on our 5 leadership!) There are two types of

goblin mobz: "throw-away" and "hand-to-hand."

Throw-away units are just that. They are expected to die. These units

will usually have about 17 gobbos in 'em. They will NEVER carry a standard

(don't give up 1 free VP). If they are night goblins they may or may not

have fanatics in them (the enemy expects you to have small

"fanatic-dropper" units. Don't do what he expects.) If you have metal

figures with hand weapons use them instead of spears to save points. These

units are not meant to win combat, their job is something else entirely.

Throw-away units are a distraction. Night Goblin throw-away units tend to

be the most effective. Everyone assumes they contain fanatics so enemy

flyers and skirmishers will try to draw out the fanatics which may not even

be dere. Enemy knights will try to get out of the way. Enemy archers will

see a small "breakable" unit and focus their missile fire on the throw-away

unit rather than on important targets (which are so big they are often

treated as unbreakable by missile fire). Throw-away units are also useful

for charging enemy units in the flank. They have a combat resolution of +3

just from ranks alone and my unit of 17 "Khornehuska" Night goblin archers

have broken two units of Bloodcrushers on separate occasions in tournaments

by charging them in the flank. They have kept the (now vandalized) battle

standard of Khorne as their own flag! If you are using goblin archers they

are by definition throw-away. No archer unit will ever survive

hand-to-hand, EVER! Don't worry about this. Simply park you unit of 17

archers on a hill. Let them shoot anything within 16." If they get

charged simply Stand… Shoot… Die… Break… Flee. This is the life of a

goblin archer and you had best get used to it!

Hand to hand goblin units are big. Their job is to win hand-to-hand

combats. They have enough goblins in them to take missile fire for 2-3

rounds and still retain rank bonus. This usually means 33 or more goblins

including musician and standard. Rank bonus and standard are not enough to

win most combats. You need more. More means goblin big bosses with a

weapon and armor (increase your combat resolution and decrease the

enemies). More also means a magic banner such as Battle Banner, Banner of

Defiance, or War Banner (each type of goblin can carry one banner-forest,

night and regular). More may mean using a "cunnin' trick" to win combat.

Examples of these are Bad Moon Banner in a unit of Night Goblins with

Halberds or 2H weapons. Another "trick" is to use a mob of netters (big $$$

but neat troops). Give them a boss with a club and the potion of strength.

Have a frontage of about 7 (enough to get as many nets into combat as

possible). Give them a banner and full ranks. Drink the potion of

strength and then charge an enemy unit. Every netted enemy will be clubbed

by the S7 boss and if they live through that drubbing they still won't be

able to fight back. Coming up with ways for "weak" goblins to beat "hard"

enemies in hand-to-hand is one of the joys of goblin generalship—come up

with some tricks of yer own!

"Da Ridas"

Like goblin infantry, goblin cavalry can be classed in two

types—Throw-Away Units and Hand to Hand Units. Both wolf riders and spider

riders function in relatively the same fashion. Throw-away units usually

consist of 5-7 models. Dozens of tasks can be assigned to these units.

Kill war machine crews, lone mages outside of units, and small skirmishing

units. Stop the enemy from march moving… the list goes on. Wolf units

have better speed (MV 9 vs. MV 7) but spider riders can move through

forests and across obstacles with ease. Having a small unit of each is

probably the most flexible approach. Throw-away units can also be used to

transport a "booby-trapped" character such as one with the black gem of

Gnar, heart of woe (and potion of strength?), dark mace of death, etc.

Hand-to-Hand units are much larger. They should have enough models to get

maximum rank bonus without losing too much mobility. The balance between

extra models to insure rank bonus and less models to improve the ability to

move about the board is a hard one to master. The basic consideration is:

"How many models will I lose before I get into combat with my target."

With such high movement rates the number should be relatively low. Once

you get there you need to decide how your cavalry are going to win combat.

The "cunnin' tricks" used with infantry blocks still work. A front rank of

bosses with magic items is still very nice. The problem with cavalry

goblins is that in order to have a magic banner they must have the Battle

Standard Bearer. This is a double-edged sword. While he does provide +2

combat resolution, a re-roll on break tests, and the ability to carry a

magic standard he does have one major weakness. He is pitiful in

hand-to-hand (So when you charge make sure he ends up in hth with rank and

file!), if he carries a magic flag he can't have magic armor, and if he

dies you lose a lot of VP's as well as all of the bonuses he brings with

him. Think twice about including him in a unit as it is a risky

proposition. His unit must win their combat and not get crushed by a flank

attack in order for him to be worth taking. Some "cunnin' tricks" include

a big unit of spider riders with the battle standard bearer with spider

banner (x2 attacks all around! Yeah!) This unit is a one-shot deal and

should probably hide in a forest unit turn four when they charge out to

break a big enemy unit. It's worthless if all of those double attacks are

used against gutter runners or skirmishing skinks. Another nice trick is

the BSB with Mork's War Banner which will detonate enemy mages in contact

and will help prevent your big unit from taking magic casualties. Other

BSB carried standards to consider are—Battle Standard, Banner of Defiance,

Banner of Dread, War Banner, Gork's War Banner and the Valorous Banner (to

charge fear and terror causing stuff).

"Da Karts"

Everybody's seen dem wizzing wolf-karts go zoomin' across da battlefield.

Well go get some fer yerself. A basic chariot with scythes, an extra

wolf, and 4 goblin crew costs only 96 points! This means that you should

ALWAYS order a 3-wolf yoke (da bit which all da wolves is hooked to) from

mail order or convert one fer yerself. You should also always stick a

cupple of extra gobbos in da kart. Dese things are "one-hit wonders." Dis

means that they will smash 1 thing, 1 time really 'ard. Unfortunately, if

they don't completely destroy whatever they run into they may well be in

trouble. When you use your chariots try to think in terms of range and

charge arc. This means that when you look at the model on the table you

see a pie slice in front of it which extends 18 inches. Anything in this

pie slice can be charged. Your job is to place this charge arc so that

during the next turn you will be able to charge an enemy unit—preferably in

the flank. One chariot is allowed to have a magic banner. Some good

choices include Gork's War Banner or the War Banner for extra hitting

power, Mork's War Banner to kill mages and protect from enemy magic, the

Valorous standard so you can charge terror and fear causing stuff, or the

Banner of Sorcery if you have a mage riding in one of your chariots.

Putting characters in chariots is one of the most important benefits of

owning chariots. Being able to randomize hits is equivalent to an free

ward (like the Golden Crown of Atrazar). What I mean by dis is dat there

is a much lower chance of yer leader gettin' hit by da enemy if you got 2

wolves, 4 gobbos and a chariot to take da hits for him.

"Da Uvver Stuff"

We gobbos got lots of nasty stuff up our sleeves, and most of it smells

like rotten eggs (a common side-effect of keepin' stuff in our sleeves).

Dis stuff is our Doom Divers, Fanatics, Squig Hunter Teams, and Squig

Hoppers. Dem "regular" gobbos is da only ones who can have doom divers.

This is cuz if you launch 'em in a cave or under a tree they tend ta get

smushed! Da Divers is good fer smashin' big targets. If ya want ta kill a

bunch of troops go and get a rock lobber. But if you want ta kill a

greater daemon or Slaan or some uvver BIG fat ole nasty, its time ta get da

flying loonies. This is cuz a goblin is small and so is his template.

However, if you do manage ta hit some big monster you'll do a strength 10

hit which causes d6 wounds! All this means that 1) ya gotta be a good

shot—so go practice and 2) ya gotta fight big enemies. Its nice to know

that unlike some uvver warmachines, doom divers don't have really nasty

misfires. 1/3 of da time da machine breaks. 1/3 of da time you lose 1

extra turn. 1/3 of da time is shoots randomly. This is nice fer dose

fellas used ta Skaven explosions! Always remember that if you want to kill

something big you are going to need as many chances as possible to hit it.

One time I wuz leadin' some goblins and three of my Doom Divers managed ta

kill a Great Unclean One. Splat!

Fanatics is the most popular cunnin' trick we gobbos got. In fact it is

da main reason that us Night Gobbos show up in most every Orc and Goblin

army. Most people know how ta use fanatics. Simply send 'em at da enemy

(especially cavalry) and watch da body parts fly. However, dey also work

great for stalling da enemy. The ONLY time troops can move through a

fanatic is 1) if they are charging and are the fanatics has JUST been

released and 2) if they move through it due to compulsory movement. Read

dat line again. Most people think that if they are willing to take da

casualties then they can move through a fanatic. This is not true. This

means that a fanatic is basically a randomly moving wall. Enemies which

have their charge arc blocked by a fanatic CANNOT charge! I'll talk more

later about how important stalling is when you are leading a Goblin army.

The second taktic to know about fanatics is picking which unit ta put them

in. ONLY Night Goblin mobs can contain fanatics (not Squig Hunters,

Netters, etc.) This means that every unit of Night Goblins can potentially

contain fanatics. If you have one big unit of 50 Night Goblins (which is

designed to win hth) on the board the enemy only has to worry about one

possible source of fanatics. However, if you field three units of 17 night

goblins (throw-away units) he has to worry about three possible sources of

fanatics. For this reason, it is important to include as many units of

night goblins as possible. If your enemy is confronted with several small

night goblin units he will have to keep his cavalry away from all of them

and he will have multiple targets for his Kislev Horse Archers or flyers

(trying to draw them out). Rather than including 1 fanatic in each unit,

or even 3 in every unit I would suggest putting 3 fanatics in only one

unit. This means that you will get one big hit and the other small unit

(which cost on 51 points!!!) will do a lot to help confuse your enemy

without giving up many VP's or cost many points. Finally, I suggest that

you keep fanatics in units most people wouldn't suspect. Have a small unit

of spearmen charge the enemy cavalry while a small unit of archers slowly

advances up the flank. The enemy will react to stop the spearmen (who

don't have any fanatics) while they will ignore the archers. The archers

can be saved until turn 4 (when most people assume all the fanatics have

been released) and then deliver a devastating surprise to a core enemy

unit. I once killed a Daemon Prince of Khorne (who was the army general)

in the fourth turn with 3 fanatics hidden in a small unit of archers—my

infamous Khornehuska unit!

Squig Hunter Teams are nasty. They are relatively uncommon but fairly

effective. The most useful size seems to be six cave squigs and two hunter

teams (I've fielded as many as 11 squigs with 10 hunter teams). Hunter

teams can have musicians and standard bearers and I have made converted

models for both of these. It is always nice to have +1 to combat

resolution and occasionally the musician has come in handy. Squigs are

most useful when 'Ere We Go has been cast on them or they have been Hand of

Gorked into an enemy. Striking first with 12 attacks at Strength 5 is

nothing to laugh at. However, they have a low toughness so they need to be

protected from enemy missile fire. A nice aspect of hunter teams is their

ability to "hide" characters in the rear row. This means that a Goblin

Warlord or shamans (especially shamans with spells which don't require

line-of-sigh!) can stay safe in the rear ranks. This means that an enemy

can't pick them off with Line-of-sight spells and items (staff of

lightning…) and that in hth combat the enemy can't kill your shamans

without breaking the whole unit. If you equip the character with a spear

he can even attack over the top of the squigs! Another nice wrinkle of

squig hunter teams is their ability to go wild. If all of the squig hunter

goblins are killed the squigs run in random directions and fight whoever

they run into. It is rather unlikely that many squigs will be alive when

the rear rank of goblins is finally killed. So… you might have to help the

goblins along to the great cave in the sky. One tactic I have used is to

put my Warlord with Black Gem of Gnar and the Dark Mace of Death in the

rear rank. When the Squigs are about to be defeated in combat or when they

are in the middle of the enemy army I simply 1) fire off the Dark Mace

which kills both hunter teams who are in base-to-base contact with my

general and 2) fire off the Gem which transports my General out of the

battle (he dose not die so he gives up no VP's and doesn't cause any panic

tests.) The six squigs run in all directions and can tie up any units

which they collide with. This is also nice because the enemy has to chase

down and kill EVERY single squig if he wants to get and VP's for the unit.

A less dramatic means is simply casting Gaze of Mork across both bases of

goblin hunters. This has similar effects to the first taktic.

Squig Hoppers are probably the most under-rated troop in the game.

Personally, I like them better than fanatics. The first thing to learn

about them is how to control their movement. The important thing is to

keep them bouncing. As long as they continue to land on troops (yours or

theirs) they will continue to keep bouncing. Goblins are cheap. Don't

worry about killing 1 or 2 or 10 of them if it allows you to bounce your

hoppers where you want them to go. It is often wise to keep your hoppers

behind a block of troops so that enemy archers can kill them. Even a few

archers can be the death of a lone toughness three hopper. When you are

choosing to bounce at an enemy it is important to choose which direction to

bounce carefully. Imagine a number of lines extending 12 inches in all

directions from your hopper. The line with the largest area under it

covered by troops is the direction you want to bounce. For example, if you

have landed on the left rear corner of a unit you should bounce across the

unit towards the front right corner. This allows you the greatest

likelihood of hitting another enemy and continuing your bouncing. Hoppers

are especially useful for eating characters. Two strength five auto hits

and an additional hit by a goblin at strength 4 are enough to kill most

champions and mages and hurt most heroes and generals.

"Da Bosses"

Da most important boss is da Warboss. When a goblin becomes Warboss he

has one job. STAY ALIVE. If ya can't do that then you might as well not

even be Warboss. If you die every goblin unit will have to take a panic

test on a leadership 5 or 6! If they flee they will have to pass another

test on a 5 or 6 to rally. Do anything you can to keep your Warlord alive

or you will certainly lose the battle. The second job a Warboss is to keep

the troops from running away. The key to this is leadership.

Unfortunately, Goblin Warlord's only have a leadership of seven. The only

way to improve this leadership is through wearing the Crown of Command. I

cannot underscore the significance of this single magic item. While I

currently do not use the Crown of Command in my goblin armies (I see this

as a challenge) I suggest that every goblin general begin with one firmly

welded to his skull.

Goblin Battle Standard Bearers offer three minor benefits and one major

weakness. The benefits are 1) a re-roll on break tests—this is only really

useful in conjunction with the crown of command 2) a +1 to combat

resolution and most significantly 3) the ability for a unit normally unable

to carry a magic banner to have one—i.e. Squig Hunter Teams with the Bad

Moon Banner or Spider Riders with the Spider Banner. The single major

weakness of a goblin BSB is the ease with which he dies. Losing him costs

a huge number of VP's (~100 for the goblin and magic banner plus 100 for

the battle standard itself plus however much the unit he is with costs.)

I would very strongly caution goblins about taking a BSB. He is useful,

but losing him can often lose you the game in VP's.

Goblin Big Bosses are the means by which goblins can win combat. If you

take one (or two or three…) be sure to equip him with magic armor and

possibly a magic weapon (although a 2H weapon is a cheap alternative as he

often can strike back). By reducing the casualties goblin regiments take

(through bosses with armor) and increasing the number of wounds caused, a

goblin big boss is often the only way goblins can win combat. Goblin

Bosses are not used in the same capacity. They are only useful for

carrying magic items which benefit the whole unit (such as the Ruby

Chalice) or which are "booby traps" (such as the Black Gem of Gnar.)

"Da Shamans"

Frankly, Goblin and Forest Shamans are mere shadows of their superiors da

Night Goblin Shamans. Night Goblin Shamans can do everything the others

can do and so much more. I would contend that Night Goblin Shamans are the

most powerful magic users, point-for-point, in the game.

>From 'ere on I'll only talk about Night Goblin shamans although most stuff

will apply to other mages (including Forest and "regular" Shamans.)

I would suggest that every Goblin general take 2-3 level one goblin

shamans. These guy serve several purposes. 1) They retain 1 WoM card

each turn. 2) They can cast one spell which is likely to be successful

once due to reinforcing it with their mushroom. 3) Their mushroom also

helps "cycle" the deck (they let you look at more cards and therefore allow

you a better chance to acquire Escape, Total Power, etc.) 4) They can

detach from a unit and stand in front of enemies about to charge it. The

enemies charge—kill a lone 28 pt. Shaman and then get counter-charged by

the unit the shaman used to be with. (This is their most useful and oft

overlooked use.)

I would also suggest that Goblin generals take at least one level three

shaman. Usually, three rounds of mushroom-enhanced spell casting is all

that is possible. One turn may be spent out of range, without suitable

targets or simply fleeing or dead. Because of this a level four shaman is

not necessary.

Useful items for this shaman include the Rod of Power (only the shaman

eating the mushroom can use or retain the WoM cards generated. The Rod of

Power allows the shaman to retain multiple cards from round to round.) In

addition the Book of Ashur allows mushroom fueled Necromantic or High magic

which is a frightening prospect (also note that the number of mushrooms is

a function of level so a shaman receives an additional mushroom when they

increase a level.) Finally magic items such as Banner of Sorcery, Chalice

of Sorcery, and Potion of Knowledge all further improve your dominance of

the magic phase (Savage Orc shamans are also nice in this respect, as they

provide additional WoM cards on top of your mushroom generated ones.)

"Da Taktics"

Now dat you know all about us gobbos ya need ta know how we fight. There

are three main phases in which you can win the battle—hand-to-hand,

shooting, and magic. Goblins enter hand-to-hand disadvantaged. With such

weak troops it is difficult but not impossible to win hand-to-hand combats.

The main way this is done is through rank and standard bonus coupled with

Big Bosses armed and armored with magic items. Goblins are likewise weak

in the shooting phase. Ballistic skill 3 with shortbows is hardly enough

to inflict large numbers of casualties. The main offensive strength of

goblins is their magic. Multiple shamans equipped with the right magic

items can overwhelm the enemy by controlling the Winds of Magic deck.

The main tactic I have learned while playing goblins is stalling. By

"stalling" I mean avoiding combats which I know I will lose. Night Goblin

fanatics, squig hoppers, and level one mages can all block charges by units

which will smash your weak night goblin troops. By using the techniques

described above you can pick fights which you are likely to win and

increase the amount of time that is available to your shooting and magic

forces. While fanatics and squig hoppers are unique to goblin armies

low-level mages and the concept of "stalling" is not.

"Da Cun-Klushun"

I hope dat dis stuff is helpful. If you ain't gonna a lead a goblin mob

ya still need ta know da difference between "hand-to-hand mobz" and

"throw-away mobz." Ya still need ta know how ta stall yer enemies tuff

stuff. In short, and I'm nothin' if not short, I hope dat all you big

folks learned sumptin' useful from a liddle gobbo like me. Uh… can I have

an ale now?

 

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