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=====Goblins===== *'''Goblin Warboss/Big Boss:''' (Goblin) Not much more to be said here. Have a wide variety of customization and can mount chariots, giant wolves. Slap one in a squad of those guys and watch their danger level shoot waaay up). Fielding multiple goblin bosses with great weapons is a fantastic way to give an otherwise fairly defenseless unit some real punch. Their mount options make them the fastest movers. *'''Forest Goblin Warboss/Big Boss:''' (Forest Goblin) your hero for Forest goblin. Same price but trades Armour for the potential to get Poison attacks and be mounted on spiders. Poison lets them wound things above their normal Strength, but make sure you hit first. Not as easy to deliver into a fight like a wolf boss, but more killy with all the poison he and his entourage throw around. *'''Night Goblin Warboss/Big Boss:''' (Night Goblin) actually 5 points less than a normal boss, +1 initiative and Hatred(Dwarfs) but -1 Ld. they can be mounted on squigs and ride with the Hoppers. You only see them if your running a big Night Goblin unit or Hoppers. *'''Goblin Great Shaman/Shaman:''' (Goblin) The lore of Little Waaagh! Focuses on irritating the ever-loving shit out of your opponent with improved backstabbing, teleporting, and head shooting their wizards. Could be considered the barest bone of the goblin shaman but Can mount on Wolves and goblin chariots, making them the fastest among goblins, and the Little Waaagh! has its place in any Orc or Goblin themed army. *'''Forest Goblin Great Shaman/Shaman:''' (Forest Goblin) better at casting spells from his Spider-themed lore by rerolling one casting dice and can take spider mounts like the Arachnarok, but are subjected to Stupidity on miscasts in addition to your Waagh! Miscast result. Probably the Most reliable caster amount the Shamans but the lore of the Spider God Requires more fitness and many are meant to buff goblins. *'''Night Goblin Great Shaman/Shaman:''' (Night Goblin) Goblin Shaman with a Shroom obsession. Your cheapest wizard option, so tempting to take multiple. On a good round of magic, you'll get much more channeling attempts, and you can quite remorselessly attempt some irresistible force casts since, after all, you have like 10 shamans on the field. Night Goblin Shamans also come with Magic Mushrooms, which could add another power dice to the cast, making a fail a success, or could poison him.
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