Wednesday, November 23, 2011

Email In: Orcs and Goblins List Advice

The Antipope writes...


"Hi Mr. Νικηφόρος, 

could we possibly discuss the following list over your blog? It's for 2400 points. 

Goblin Warboss, Great Weapon [74]

Savage Orc Great Shaman Lv 4 [205]

Night Goblin Great Shaman Lv 4, Talisman of Preservation [220]

Night Goblin Shaman Lv 2, Dispel Scroll [110]
     
Night Goblin Big Boss, Great Weapon, BSB, Standard of Discipline [74]
     
Savage Orc Shaman Lv 2, Lucky Shrunken Head 155
     
Night Goblin Big Boss, Great Weapon, Light Armour [36]

Night Goblin Big Boss, Great Weapon, Light Armour [36]

Night Goblin Big Boss, Great Weapon, Light Armour [36]

Night Goblin Big Boss, Great Weapon, Light Armour [36]

Night Goblin Big Boss, Great Weapon, Light Armour [36]
     
30 Savage Big 'Uns, Full Command, Second Choppa [365] Pts
     
39 Night Goblins, Full Command, Netters, Spears, 3 Fanatics [267]
     
5 Goblin Wolf Riders, Spears, Musician [65]
     
5 Goblin Wolf Riders, Spears, Musician [65]

Spear Chukka [35]

Spear Chukka [35]

Spear Chukka [35]

Spear Chukka [35]

Mangler Squig [65]

Mangler Squig [65]

Rock Lobber, Bully [95]
     
Rock Lobber, Bully [95]

Doom Diver [80]

Doom Diver [80]

It's based on bits of info I picked here and there on the Internet and also what models I have in my collection. 

Few points on the list. All the Goblin characters are going in the Night Goblin unit. I wanted 5 Bosses with Great Weapons so the unit is good enough for close combat as well. I realise I only need 2 Bosses in order to push the Warboss, BSB and Shamans to the second rank and keep them out of CC. Maybe I could drop a couple and get 2 more Spear Chukkas?

I know that spells can really hurt the big units so I will opt to get the sniping spells on the Savage Orc Greater Shaman and target his Lv4 all the time. Not sure what other items would be good on the shamans though to be honest. The Night Goblin Greater Shaman has a Talisman of Preservation to protect him from the mushrooms but that might be an excess maybe? Maybe a power scroll on the Savage Orc Greater Shaman  to cast Foot of Gork with 2 dice? I really need help here. 

That's about it, the rest units have obvious uses. Thank you for your time!

The Antipope"


Here's my two cents...

I really like this list in design and concept.  It's got great magic, good combat ability, and lot's of warmachines.

Just some minor things I might change if it was me...

Lose either the Orc Greater Shaman or the L2 SO Shaman.  You have more casters than you'll almost ever have power dice for, I think you could use the points more effectively elsewhere.  Diminishing returns and all that.

Those points should get you some more Spearchukas, which are definitely good to add more of.

I love Savage Orc Big Uns as you know so not much to say here about those.

I might drop 2 of the Goblin Bosses and the Talisman to try to squeeze in two more units of wolf riders.  That should give you lot's more flank disruption and fast attack threats which is what this list needs more of to compliment its strong center and rear lines.

Anyone else have anything they would like to add?

6 comments:

  1. Yeah, I think you have too many points spent on characters. You don't need 4 wizards nor 5 of those identical Heroes. You might need the heroes if you Horde the NG, but then you'd need more NG as well. Not that I'd advice going Horde, but still.
    Also, you don't really need 3 fanatics either. I think 1 is usually just as good and losing 2 saves a lot of points.
    Like Nike I'd spend those points on more Wolf Riders, but also on some wolf chariots. Those are great for protecting flanks and being annoying. Take units of two and you're good.
    Finally, more artillery = more better, but you already have quite alot. Still, go for it if you want to :)

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  2. With chariots its either spam or go home. Yes they are good to protect flanks, but one or two die to easily.
    I third more wolf riders and artillery.

    Drop the mangler squiqs, most of the goblin big bosses and cut down the night goblin horde for small night goblin units with one fanatic each. Its not like they are ever going to beat the enemy and two smaller units can attrition as good as one big one if you play you cards right.

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  3. @Not_Elves You don't understand the point of the Night Goblin Deathstar. The entire front row is made up of characters. Any enemy in combat with them has to divide up their attacks individually. Chances are they will not be able to kill but maybe one or two of the characters, and will then get hit back with about 20 str5 attacks plus all the normal spear guys from behind.

    People assume its a garbage goblin unit and don't realize it will tarpit them all game, or even massacre their best unit.

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  4. Cheers guys. The main reason I used the Lv2 SO Shaman was for spell selection for the Lv4 but yeah, probably a waste of points really.

    So, I can drop him, give the Shrunken Head to the Lv4 and drop the Talisman of Perservation so I can squeeze another two Spear Chukkas in the list and one more 5 strong unit of Wolf Riders.

    I think cavalry is kinda crap in 8th but if you are going against a gunline army it is good to present him with a lot of fast moving target so you know that at least one can charge his scariest warmachine. I have lost many an orc to Organ Guns!

    I think I will go for the 3 fanatics though. Unless he draws them out somehow (will be sure to shoot his sacrificial "draw fanatics out" units from early on) I have found in my games that they are very useful. It's a charge detterent (although that doesn't matter that much in 8th) but also very good when you get charged. Throw them out in a way that they will finish at a place where the charging unit will land after the charge (and with larger units these days it is much easier) and you are looking for 6D6 S5 hits here.

    By the way , I am going to play my first game with my new daemons (based on your budget list) this Sunday, will let you know how it goes.

    Thanks again!

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  5. I get you now after I read through the army book.

    I thought night goblin big bosses were not much better than a warlock engineer, but it turns out I was wrong. It is a good unit but is over rated.

    It actually puts out 21 S6 attacks + Gobbos who wont kill much. Thats good but not anything like Khornate Warriors or swordsmasters. With an army with units such as the more efficient Savage Orcs, does it really need that combat strength?

    There survivability depends on how good peoples mathhammer is. I know that it takes 8 halberdiers or 5 chaos warriors to kill one big boss. So I allocate 9/10 or 6/7 attacks on one. Against someone who cant do that, then they can survive a lot better though.

    So this unit is a a tar pit than can put out reasonable damage. I believe that a unit like this does not need a tar pit however. Tar pits purpose main purpose is to hold up the things that slaughter you combat units. O&G have war machines to deal with that. 6 bolt throwers, 2 doom divers and 2 stone throwers along with "Green Sun" should be enough to deal with most armies elites.
    Tar pits secondary purpose are to be cheap, and hold of anything for a turn or two until something can deal with them. This unit is overkill for that purpose. A 25 strong bus of night gobbos with a fanatic is fine enough for that purpose and cheaper.

    This unit also fails as soon as it gets flank charged. One of the big bosses attacking and a few gobbos. I can also see chariots doing well against this unit, when supported.

    Whew, that took longer than expected.

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  6. Night Goblin Bosses are WS4 S6 (with GW) T4 (that basically becomes T5 with Netters) and 3 attacks. Good enough I guess, I want to beat some face with them not just tar pit other units. Probably get it to go against another weak horde type unit.

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