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Thread: 8th Edition Orc & Goblin Armybook Tactics

  1. #2581
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    I would say that you units are just all to small to be effective in 8Th
    You don't wanna use 30 squigs you want at least 40.
    I mean when you get to combat you want to have the full 3 ranks attack. surely squigs are going to die on the way in so take a few more to soak op the dammage and get the full strength in combat.

    The same goes for goblins busses 30 is just a bit to few. you want to use these to tie things up so the need to stay steadfast for some time. Whit 30 its just to easy to lose enough to break in one or 2 rounds.

    Also I dont know if your taking full command for the visual aspect of it (you know like in it looks cool) But it is really a waste of points on the goblin units.
    I would still take a banner (for the blood and glory senario) But muscians and champions are point wasters. They are to slow to really benefit from fast reform and that extra str 3 attack is not going to make the unit better at holding the enemy up. I would say drop those things and use the points to make the units larger.

    Apart from that I think you have a pretty nice list, personly I would add some more combat power (by for instance making you troll unit bigger)

    I would not swap out the giant for a spider btw. The thing is altough a giant is realy a weak monster for it point cost it does not need general support.
    A spider does its just has to low a leadership. It kinda suxs when you uge and verry costly spider runs of the board cause of a charge by some knights.
    A giant does not have that problem he's ld 10 and can go on the flank all by himself and do his thing.
    This holds specialy true for a goblin army wher you are already trying to cram a lot of units into you LD bubble

  2. #2582
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Drakcore Bloodtear View Post
    the Mangler caused 2 wounds before flying off the board,
    You do realise that a Mangler can't 'fly off the board". If it hits a table edge it takes a dangerous terrain test and stops "1 off.
    6th battles so far:
    Blood Angels Win 3/Draw 0/Loss 0

  3. #2583
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    Try to fit in the Standard of discipline you need to raise up your leadership, also your blocks of troops need to be bigger 30 is not going to last long-

  4. #2584
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    I once fielded a Full NG army, at 1500pts:

    NG Warboss: sword of might, enchanted shield
    NG lvl 4

    NG BSB: +1ld banner

    40 NG Archers: nets, 3 fanatics, FC
    50 NG Spearmen: nets, 3 fanatics, FC

    40 Squigs, 15 Handlers

    Doom Diver
    1-2 Mangler Squigs (forgot if I had 1 or 2)
    6th battles so far:
    Blood Angels Win 3/Draw 0/Loss 0

  5. #2585
    Chapter Master Jind_Singh's Avatar
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    My all Goblin army that took me 4th spot in a 44 player tournament worked pretty well, took on:

    1) Dark Elves with twin Hydra and everything nasty you can imagine
    2) Empire with Karl Franz
    3) Dwarf with Thorek and his anvil
    4) Vampires with a massive amount of ethereal units

    Only army I lost to, JUST, was Warriors of Tzeentch (and this guy ended up winning the event overall)

    My list had:

    Goblin Warboss, armor of destiny, great axe, iron curse item
    Goblin Big Boss, BSB, light armor/shield - spider banner
    45 Goblins, full command, bows/shields, 3 nasty skulkers

    Night Goblin Warboss, Stunty basha, armor of fortune, shield
    Night Goblin Big Boss, great weapon
    48 Night Goblins, command, handweapons/shields, netters, 1 fanatic

    Night Goblin Great Shaman, level 4
    49 Night Gobbo spears, command, netters, 1 fanatic

    Night Goblin Big Boss, shield, spear, giant squig
    5 Squig Hoppers

    5 Spider Riders, bows

    15 Squigs, 10 herders

    2 Wolf Chariots

    2 Spear Chukkas

    Giant

    Arachnork

    Pump Wagon

    Mangler Squig

    2500 points - the strength of the army is that there is a LOT of chaff in there - lots of units to distract the other player - allowing me to get my blocks into combat.

    By far one of the most effective armies I've ever played with, is fun to play with, isn't considered broken by others - so they also have fun - and can be DEADLY on the dancefloor!
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  6. #2586

    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Glenn87 View Post
    You do realise that a Mangler can't 'fly off the board". If it hits a table edge it takes a dangerous terrain test and stops "1 off.
    I meant it spent the rest of the game circling in the corner

    Cheers for the feedback guys
    I've made a few adjustments

    Goblin Warboss, wolf, Basha's Axe, Armour of Destiny, shield

    Night Goblin Shaman, lv4, Tricker shard, Skull Wand

    Night Goblin Warboss, la, shield, Obsidian blade

    Goblin Big Boss, bsb, Spider Banner, la, shield

    Goblin Big Boss, Gigantic Spider, Sword of Anti-Heroes, the Other Tricker Shard, LA, Shield

    Night Goblin Shaman, lv2, Dispell Scroll
    48 Goblins, FA, Spears, Shield, 3 Skulkers

    49 Night Goblins, Standard, Shields, Spears, Nets, 2 Fanatics

    20 Night Goblin, Musician, bows, 1 fanatic

    5 Wolf Riders, Musician, Spears

    5 Wolf Riders, Musician, Spears

    3 Goblin Wolf Chariots, extra gobbos

    40 Squigs, 14 handlers

    6 Trolls

    3 Spear Chukkas

    2 Mangler Squigs

    2 Doom Divers

    Giant

    So I've bigged up the units and added a shaman so I get every spell, added the Spider banner so I can take on the big stuff and the Obsidian Blade because my goblins have a knack for losing to anything armoured.

    But I'm still not sure on the giant, he seems a little lackluster

  7. #2587
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    That true but on the flanks he can be pretty good.
    Most of the units you find on flanks are no match for a giant.
    I would try to deploy him last tough so you can place him away from shooting if possible.
    Shooting will take your giant down quickly.
    And try to get him into flanks cause hordes can kill him before he swings

    Ok so he pretty much sux but like i said in my last post he can go solo and that makes him better than a spider in goblin lists.

  8. #2588

    Re: 8th Edition Orc & Goblin Armybook Tactics

    Giants are awesome. Against small units they are the boss, and if you can get them into the side of a battle line, particularly against low leadership troops they can roll up armies. Most people who say Giants aren't any good think that because they expect them to break units head on on their own, or be able to walk towards a gunline unscathed. That's silly. They're meant to support your main line, tackle other monsters and wreck small units.
    Sure they are a little squishy, but even if they do get killed by shooting, it usually takes a lot, and that's firepower that isn't going into, say, your Manglers, Big 'Uns, BO, Trolls, etc.

    So, I say, give da big guy a go.

  9. #2589

    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Oogie boogie boss View Post
    Giants are awesome. Against small units they are the boss, and if you can get them into the side of a battle line, particularly against low leadership troops they can roll up armies. Most people who say Giants aren't any good think that because they expect them to break units head on on their own, or be able to walk towards a gunline unscathed. That's silly. They're meant to support your main line, tackle other monsters and wreck small units.
    Sure they are a little squishy, but even if they do get killed by shooting, it usually takes a lot, and that's firepower that isn't going into, say, your Manglers, Big 'Uns, BO, Trolls, etc.

    So, I say, give da big guy a go.
    If you want a distraction get a giant. If you want hilarious destruction... get a tag team of giants. My old goblin army relied on a duo of giants to supply the muscle for the army, they had an amazing track record as few people managed to stop both giants before they got stuck in.

  10. #2590

    Re: 8th Edition Orc & Goblin Armybook Tactics

    I'll keep with the giant then.

    On an unrelated note has anyone played Storm of Magic with O&G, looks like fun rules but our spells (both little and big) seem really poor

  11. #2591
    Tactical Ninja Malorian's Avatar
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Drakcore Bloodtear View Post
    On an unrelated note has anyone played Storm of Magic with O&G, looks like fun rules but our spells (both little and big) seem really poor
    If you can't keep up with the powerful magic then just kill their mages on combat. Hell they are just standing there on those fulcrums waiting for a wyvern to fly a warboss to them
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  12. #2592
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    In SoM you can actually take a great shaman on an arachnarok and have it not be a terrible idea-

    The arach kills the enemy mage on fulcrum, and the next turn you take over placing that giant spider on top-

  13. #2593
    Chapter Master Jind_Singh's Avatar
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    Not to mention our cataclysm spells are also pretty decent from both lores! The orcs are tough as nails on fulcrums with T5, the spider riding shaman is beastly - and we're so cheap that we can cram 3-5 casters in a list and literally be the last Greenskin standing!
    Quote Originally Posted by The Blue Guy View Post
    400 Night Goblins, 50 Boar Boyz and 240 Orcs. Bloody hell, that’s pretty damn close to O&G geekiness pornography, Jind!
    Quote Originally Posted by RanaldLoec View Post
    I love Jind Singhs Avatar, I shall name it "space marine number 2, when the business gets dirty".

  14. #2594

    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Jind_Singh View Post
    Not to mention our cataclysm spells are also pretty decent from both lores! The orcs are tough as nails on fulcrums with T5, the spider riding shaman is beastly - and we're so cheap that we can cram 3-5 casters in a list and literally be the last Greenskin standing!
    You see thats where I disagree, the Idol is only good depending on how big the Idol is built, the Great Krunch doesn't have the warpath rule, and I feel St7 is good enough to take most things on, even if it was D6 wonds would of made it better and finally the Evil Sun, isn't as good as the other Vortex's, only St4, compared to wounding on 2+, st6, In test.

    The Little Catalysm spells are a little better

    I guess I'm just bitter that there isn't a WAAAGH!!! style spell, I loved that spell

  15. #2595
    Commander amysrevenge's Avatar
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Malorian View Post
    If you can't keep up with the powerful magic then just kill their mages on combat. Hell they are just standing there on those fulcrums waiting for a wyvern to fly a warboss to them
    3++ ward save doesn't do much against being stuffed down a giant's pants. Giants are a VERY good choice in Storm of Magic.
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  16. #2596
    Wild West Exodus - Backer Darnok's Avatar
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    Re: 8th Edition Orc & Goblin Armybook Tactics

    May be a stupid question, but: what is the general consensus on Orc Arrer Boyz? I've got 30, and the options are: 3 units of ten, or one unit of 30, FC, simply treading the shooting (15x2) as a bonus in the beginning and use them like regular Orcs (5x6) later.
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  17. #2597

    Re: 8th Edition Orc & Goblin Armybook Tactics

    I'd go with 1 unit of 30, and deploy and use them as you said. Personally, i think Arrer boys are great. There aren't many non-dwarf shooting units which can step up and have an impact in combat, but T4 and S4 in the first round, Arrer Boys are one of them. Sure, goblin archers are cheaper, and NG can have netters and fanatics in them, but they've got a shorter range, so will probs only get one turn of shooting before being charged, will lose more to your opponent's shooting and, unless they are in a bus formation, which minimizes they're shooting potential, they will break relatively easily.
    So, if you've got Arrer boys, use 'em.

  18. #2598

    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Darnok View Post
    May be a stupid question, but: what is the general consensus on Orc Arrer Boyz? I've got 30, and the options are: 3 units of ten, or one unit of 30, FC, simply treading the shooting (15x2) as a bonus in the beginning and use them like regular Orcs (5x6) later.
    They make nice warmachine guards if you run that kind of army. Most warmachine hunters have a hard time approaching warmachines if you're volley firing at them with 30 arrer boys. Later in the battle they can always march forward and support.

  19. #2599

    Re: 8th Edition Orc & Goblin Armybook Tactics

    I find a single boss on giant squig does that better. Random movement means there's 360º charging, and they can't stand and shoot.

    LA, shield and spear keeps it cheap. Maybe enchanted shield for that extra pip of armour (3+, which will keep most fast things honest) and/or a cheap magic weapon if you expect to run into ethereals.

    It's ages since I've ran arrer boyz, I'd rather put more HW&Shield boyz instead. Savages with bows are fun to play, though.

  20. #2600

    Re: 8th Edition Orc & Goblin Armybook Tactics

    Quote Originally Posted by Yowzo View Post
    I find a single boss on giant squig does that better. Random movement means there's 360º charging, and they can't stand and shoot.
    Yeah but with Random Movement you have to move, so although you might be pacing back and forth, a short or long bounce might cause your Boss to be too far away to be of any help.

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