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===Rare Units=== *'''Stone Trolls''': Same CC output as the other Trolls, but for +10pts you're getting scaly skin (5+) and magic resistance (2). Scaly skin is always helpfull, but it's the magic resistance which is most useful, since it will grant you a 5+ Ward Save against fireballs and others spells from the Lore of Fire which will usually burn your Trolls to ashes, since you cannot take regeneration saves against them. *'''River Trolls''': Same CC output as the other Trolls, but for +10pts you're getting strider (rivers and marshes) and your opponent gets a -1 to hit modifier in CC. While strider can of course be handy in the right situation, it's nothing to write home about. A -1 to hit modifier in CC is quite useful though, as it means that they're never hit on better than 4+ and sometimes only 5+. *'''Giants:''' The ever-venerable giant. The model looks pretty pimping hot but its purpose is often limited to receiving multiple cannonballs to the face. A good choice for the purpose of having fun but not much else, the giant is generally skipped by competitive OnG lists. If you have a Savage Orc Shaman in your army you can give it a 6+ ward save but that doesn't do much for keeping it alive. There are way better choices in the O&G rare category. A 200 point distraction that your enemy will only choose to ignore once. No one likes watching their general get eaten. *'''Mangler Squigs:''' Good. Gork. Essentially massive squigs that have been prodded by night goblins till they are insane with RAGE. Manglers behave like enormous fanatics. Point them in the direction you want them to go, pray to Mork they get there (they have no armor, so be careful), and watch as they fling out a positively retarded number of high strength hits. All in all, a very fun (if unreliable) choice for flattening units and wreaking havoc. If you can get off the "Hand of Gork" spell you have a killer combo at your disposition, you can literally win the game in one turn if you can teleport your mangler squig across the map and make it go sideway through the enemy line. Get your tear cup ready. *'''Rock Lobba:''' A fairly standard catapult. Great for flattening Dragons, Manticores, Hydras, Terrorgheists, Daemon Princes, Skycannons and other huge things that orcs normally have a problem dealing with. Even if these juicy targets are not present, it does relatively good against hordes of cheap models. A Rock Lobba is rarely a bad choice. 85 points and less relaible and less str than Doom Diver. Use when you have maxed your doom diver duplicates. *'''Goblin Doom Diver:''' Extremely powerful. 80 points (5 cheaper than the Rock Lobba), this war machine is always worth it. The Doom Diver is one of the most accurate warmachine in the world of Warhammer and one of the most hated unit in the game by non-orc player. If people are going to name something "broken" about OnG then they're going to bring up Goblin Doom Divers. They're perfect for assassinating stuff in heavy armor or enemy characters due to their high precision and ignoring armor saves. Skullcrushers? Dead. Demigryph Knights? Dead. Dragon Princes? Dead. The doom diver suits almost any O&G force quite well and any competitive list will auto-include two of these babies. Important note: if you choose to redirect the Doom Diver then it needs to move the full distance that you roll. The implication is that if you miss a lone infantry character by 1 inch and subsequently roll 3 inches of re-direction, you CANNOT hit that character. You can only fly over the model and leave it unharmed. It's odd to think about but that's the rules. You will also note that the Doom Diver can only hit things where it lands, but in the rare instance that two units are touched by the Doom Diver's base then you get to hit both. *'''Snotling Pump Wagon:''' Pump wagons are hilarious, unreliable and dreadfully scary for your opponent. 45 points with no upgrades makes them a cheap distraction, but only T4 and 6+ armor means it will die fast if you aren't careful. They have random movement and the potential to veer out of control at any given time, but having 2D6 impact hits is nothing to scoff at. Also, never forget that you can tell them to pump harder adding a D6 to movement! Remember that having random movements has its own advantages, namely that you can charge enemy units during the compulsory movement phase without giving them the chance to perform a charge reaction. This is gold when facing a fast cavalry avoidance list that suddenly find itself not allowed to perform their standard feigned flight tactic. As far as upgrades go for the Pump Wagon, Outriggas (10 pts) and Spiky Rollas (15 pts) are pretty much mandatory, with Giant Explodin' Spores being the single most awesome thing you could buy if you face heavily armored cavalry. Also Flappas (5 pts) are very useful, since chariots do very bad with dangerous terrain and your opponent might think his units save from your attack if there is a river, marsh or obstacle between you. Remember that as a suicide unit, the enemy will want to shoot your Pump Wagons at all cost. If you bring Pump Wagons then consider bringing Mangler Squigs as well so that the enemy cannot shoot them all. Mangler Squigs and Pump Wagons serve relatively similar purposes after all. *'''Arachnarok Spider:''' Big fucking scary spider. The model looks fuckin' ace but it is sadly ignored in serious lists due to being overpriced for what it does on the battlefield. It just doesn't have the impact that a 290 points monster ought to have, certainly not with S5/T6 and leadership 6. Only pick it up if you're not particularly competitive or if you're certain you won't face warmachines, otherwise the thing is likely to die from spells or warmachine fire before doing anything cool. On the other hand the Arachnarok Spider is FAST and gets to ignore terrain, so at least there's that. Remember that the goblin crew is equipped with spears and therefore adds eight S4 attacks on the charge. You can give the spider a web lobber and the feeling of not being nomiated to the "Slowest army of the Game" award is a good one, even though it barely scratches Snotling. Additionally you can make this thing a super expensive Lord choice by mounting a Goblin great shaman on it and if you have done this, take the spidershrine, loremaster is a must for your only caster. Also consider putting some low level shamans nearby to take advantage of the bump in channeling attempts. Extra power/dispel dice is a huge advantage.
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