Kings of War/Tactics/Goblins

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Revision as of 22:45, 16 August 2015 by 71.214.117.189 (talk) (→‎Hero: Added hero unit information)
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Why Play Goblins

Why indeed?

Army Special Rules

  • Utterly Spineless: All units in this army have Yellow Bellied unless otherwise noted, meaning you need to roll a D6 any time you want to charge the front of an enemy unit. On a roll of 1 the charge fails. Fun times.

Unit Analysis

Hero

  • Biggit: Inspiring goblin with a bow. He can also be mounted on a fleabag for more mobility. For 20 more points then a flaggit you get a much better melee value, a ranged attack, 2 extra attacks, and 1 point better in nerve.
  • Flaggit: The cheaper version of a biggit. It can also be mounted on a fleabag. Not very good and terrible in melee, but it is 20 points cheaper for a source of Inspiring.
  • King: Essentially a better version of a biggit. For 30 points more you get 2 more attacks and nerve. Not a very good trade up.
  • King on Chariot:
  • Magwa & Jo’os:
  • Slasher:
  • Troll Bruiser:
  • Wiz: Your caster choice. Comes standard with Lightning Bolt (3), but can be upgraded to have Bane Chant (2), Fireball (6), and/or Wind Blast (5). Cheap at 45 points and versatile with the different options. It can also be mounted on a fleabag to become cavalry like many goblin heroes.

Infantry

  • Mawbeasts Pack:
  • Rabble:
  • Sharpsticks:
  • Spitters:

Large Infantry

  • Trolls:

Cavalry

  • Fleabag Riders:
  • Fleabag Rider Sniffs:

Large Cavalry

  • Fleabag Chariots:

Monsters

  • Giant:
  • Mincer:

War Engines

  • Big Rocks Thrower:
  • Sharpstick Thrower:
  • War-Trombone:

Tactics

Tactica here.