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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Orcs&amp;diff=291808</id>
		<title>Kings of War/Tactics/Orcs</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Orcs&amp;diff=291808"/>
		<updated>2021-08-24T07:27:25Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:D91A:7600:9036:68AA:DAAE:EA53: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Orcs==&lt;br /&gt;
* You love the Green Tide and everything it is to be an Orc.&lt;br /&gt;
* Fluff-wise, Kings of War Orcs are much darker than their [[Orcs_%26_Goblins | comic-relief cousins]]. Less lovable Cockney; more tortured-into-insanity, Tolkienesque killing machine. On the upside this allows for a darker tone/theme to the modelling. On the downside it has less [[Toof | comedy]] [[Ghazghkull_Mag_Uruk_Thraka |  gold]].&lt;br /&gt;
* Orc armies tend towards a high model count.&lt;br /&gt;
* Orc armies are dead-simple to learn to play with.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Goblin Stabby Sneak:&#039;&#039;&#039; Any unit with this special rule gains +1 attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblin Zappy Sneak:&#039;&#039;&#039; Any unit with this special gains Lightning Bolt (2).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Might:&#039;&#039;&#039; All units in this army have Crushing Strength (1) unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Hero===&lt;br /&gt;
*&#039;&#039;&#039;Flagger:&#039;&#039;&#039; The basic Inspiring hero for the army. Take him for all your inspirational needs and keep him near your War Drums for added effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gakamak:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Godspeaker:&#039;&#039;&#039; Orc wizardry at your service. Comes with Fireball (9), but can also get Bane Chant (2) and Heal (2). He has an interesting special rule whereby he rolls an extra die for all spells for each non-allied Horde unit within 6&amp;quot; of him. Take advantage of this by having him stroll along with your bigger units, probably hanging out back by your Flagger and War Drums.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krudger:&#039;&#039;&#039; Your slashy hero. Has Crushing Strength (2) and Inspiring by default, but can also take Goblin Stabby Sneaks and Goblin Zappy Sneaks. He is really expensive though, almost the cost of 3 Flaggers. Further his stat line isn&#039;t much different than a Greatax unit. Probably not a good unit to bring. If you need a damage dealing hero, grab a Godspeaker. If you need Inspiring, grab a Flagger. If you need to punch something, just take some more infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krudger on Gore Chariot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krudger on Slasher:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troll Bruiser:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wip the Half-Cast:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Ax:&#039;&#039;&#039; Your basic Orc unit. Not the hardest hitting unit you can field, but they have a base defence of 5+. This should be the unit you judge other infantry in the army off of. That being said,&amp;lt;strike&amp;gt; you probably don&#039;t want to be fielding them that often compared to their more specialized brethren.&amp;lt;/strike&amp;gt;  These guys are anvils, not cheap but effective for their cost. Their defense means they&#039;ll shrug off most ranged weaponry, and can deal with their general equivalents in other lists. They might not be the best at being orcy, but that doesn&#039;t mean they&#039;re not orcs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Youngax:&#039;&#039;&#039; For reducing defence to 4+, you can save 15 points compared to the Ax unit with these lads. Youngax have replaced Ax in a lot of lists for a cheap unlocker, but the step down in defence is noticeable if you&#039;re using them to anchor your line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatax:&#039;&#039;&#039; They lose a point of defence from an Ax unit, but gain Me 3+ and Crushing Strength (2) for a marginal rise in cost. This gives them immensely more killing potential with only a small decrease in defensive capabilities. They are almost always a better choice then a regular Ax. It&#039;s a travesty they aren&#039;t named &#039;Bigax&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morax:&#039;&#039;&#039; A phenomenal unit when used well. Take a couple of Troops for buckets of CS1 attacks. Orcs can struggle against MSU if you get too elite (as shooting options are limited) and these are a great way to deal with chaff et. al.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orclings:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skulks:&#039;&#039;&#039; A small Vanguard unit with bows. Not very good and not very effective, but it is your only access to ranged attacks outside of spells in the army. Bring them only if you are facing an opponent you really need ranged on, otherwise don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
===Large Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Crushing Strength (2) and Regeneration (5+) on a large infantry body. Removing wounds from a unit is good and they pack as much punch as a Gore Chariot, although they are a point slower and a point less in melee. Solid choice regardless for locking down a unit and stomping it to death.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Gore Riders:&#039;&#039;&#039; Your only basic cavalry unit, Orc boar riders. They have speed of 8, melee on a 3+, and defence of 5+. All of this is really nice, plus they get the standard Thunderous Charge (1) for cavalry. They&#039;re also not too expensive, although they cannot be taken over regiment size. A must include for most any Orc army, giving you mobility and hitting hard.&lt;br /&gt;
&lt;br /&gt;
===Large Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fight Wagons:&#039;&#039;&#039; More expensive than a Gore Chariot, but with almost double the attacks. They fill the same role in your army, so it&#039;s going to come down to personal taste. The complete loss of Thunderous Charge hurts the unit, so your extra attacks aren&#039;t going to be hitting nearly as hard on the charge. Gore Chariots are better with the charge, but these are better in the inverse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gore Chariots:&#039;&#039;&#039; Your Orc chariot unit, pulled by boars. For 20 points more than a similarly sized Gore Rider unit you get an additional nerve, attack, and Thunderous Charge (bring it to 2), but lose a point of speed. Not too bad, plus it can be taken in a horde of 6 chariots. Good for hitting hard and very survivable.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Is a bog standard giant. A good [[DISTRACTION_CARNIFEX | distraction canifex]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Drum:&#039;&#039;&#039; An interesting utility unit. War Drums grant any friendly, non-War Drum unit within 6&amp;quot; of them +2 to their nerve values. They are also mobile, meaning they can follow units along into battle. Very useful, especially when combined with Inspiring heroes. You will want to invest in these for your army and have them tag along behind your fighting forces on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===War Engines===&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Orcs can run a pretty good sledgehammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Crushing Strenth 1 for all. When combined with Me3+, things you hit will stay hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Huge&#039;&#039; footprint. The Orc army is big. Things that can ignore terrain are invaluable. Giants, the Caterpillar, etc.&lt;br /&gt;
* Gun-lines. Terrain, an infantry backbone, and little shooting can lead to trouble against gun-lines. Keep a couple of cruise missiles and disruption characters around if you have the points. Or take a pig farmer army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kings of War/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:D91A:7600:9036:68AA:DAAE:EA53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291586</id>
		<title>Kings of War/Tactics/Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291586"/>
		<updated>2021-08-24T07:13:43Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:D91A:7600:9036:68AA:DAAE:EA53: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Goblins==&lt;br /&gt;
You like horde armies, but don&#039;t want to play [[undead]] or [[Skaven|rats]].&lt;br /&gt;
Your favourite colour is green.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Utterly Spineless:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Hero===&lt;br /&gt;
*&#039;&#039;&#039;Biggit:&#039;&#039;&#039; Inspiring goblin with a bow. He can also be mounted on a fleabag for more mobility. For 20 more points than a flaggit you get a much better melee value, a ranged attack, 2 extra attacks, and 1 point better in nerve. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaggit:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King:&#039;&#039;&#039; Essentially a better version of a biggit. For 30 points more you get 2 more attacks and nerve. Not a very good trade up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King on Chariot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magwa &amp;amp; Jo’os:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slasher:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troll Bruiser:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wiz:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Mawbeasts Pack:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rabble:&#039;&#039;&#039; Dirt cheap goblin infantry. Nothing special about them, other then Yellow Bellied I suppose, but they are your cheapest unit. They are likely to form the core of your force as you are a cheap, horde based army and this is your cheap, horde unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpsticks:&#039;&#039;&#039; Slightly more expensive then a rabble to gain some attacks and Phalanx. Usually you&#039;re probably going to want to stick with the rabble, but if you face a lot of Thunderous Charge units they might be worth their points if your chaff is always getting charged. Generally though you&#039;ll probably want to save the points for something else and will want to stick to the rabble.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spitters:&#039;&#039;&#039; Your goblin shooters. They come in 2 sizes; regiment and horde. Unexciting perhaps, but a solid choice for your army. Keep them protected and use them to harass your enemies with shots.&lt;br /&gt;
&lt;br /&gt;
===Large Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Your non-Yellow Bellied beaters. They&#039;re very expensive, but come with Crushing Strength (2) and Regeneration (5+). They&#039;re alright as far as large infantry go, but they&#039;re not really what you should be looking for in a goblin army. They also are way too expensive for what you get.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Riders:&#039;&#039;&#039; Your basic goblin cavalry. They come with Nimble and Thunderous Charge (1). Good for rushing out and redirecting opponent&#039;s units, just like their cousins over at [[Games Workshop]]. Good if used to screen and redirect, but don&#039;t expect them to take a lot of damage and hold the line for long.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Rider Sniffs:&#039;&#039;&#039; For the same price as regular riders you trade out Thunderous Charge (1) for Bows. Not terrible, but probably not ideal in most cases. If you want cavalry, take fleabag riders. If you want shooters, take spitters. This unit is something of a hybrid between the two, making it a really situational choice.&lt;br /&gt;
&lt;br /&gt;
===Large Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Chariots:&#039;&#039;&#039; Goblins on chariots? While that does sound cool, these are much like your trolls in that they are too expensive for what you get. Cheaper then trolls for Bows and Thunderous Charge (2) vice Crushing Strength (2) and Regeneration (5+). They&#039;re still too expensive though for a horde army. If you want some cheap shooting, just take spitters instead.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Amazing for forcing a unit to just stop. 17/19 nerve with fury, defense 5, all on a 50mm base means it can reliably tank almost anything and will punish the enemy for daring to fight him. Best use as anvils as they don&#039;t have the number of attacks to be hammers unless charging in the flank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mincer:&#039;&#039;&#039; It slices and dices. Comes with Big Shield, Brutal, and Thunderous Charge (3), which is all pretty good. Only getting damaged on a 6 from the front is nice, although a 4+ will damage it in any other arc. You want this thing to be charging into your foes with protection on either side to keep it alive. It gets D6+6 attacks each melee, so it can vary wildly in how much damage it is doing, but Thunderous Charge (3) is generally ensuring you&#039;re always hitting. Offensively the mincer does the same amount of damage as a giant if it still has it&#039;s TC so its a cheap unit your opponent has to deal with. Not bad at 80 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winggit:&#039;&#039;&#039; THANK YOU VANGUARD! Seriously, this is the best thing to be given to goblins, a flyer that can bomb shit, AND IT MARKS TARGETS FOR YOUR ARTILLERY! Ok so the target marking is a 10pt upgrade, but its mandatory for the buff to your warmachines. It does mean you need to take several warmachines to get the most value, which you should, as Goblin warmachines are cheap and individually weak, but in numbers and with the target marking buff from a Winggit, they get scary. Taking one is fine if your opponent has never dealt with this combo, otherwise run a pair because anyone who&#039;s been on the receiving end of this will prioritise your flyer.&lt;br /&gt;
&lt;br /&gt;
===War Engines===&lt;br /&gt;
*&#039;&#039;&#039;Big Rocks Thrower:&#039;&#039;&#039; Its cheap, not very good stat-wise when compared to most warmachines (that are almost twice the cost), and something you always take in numbers. If you&#039;re taking one, you should be taking a second with it. If you have two on the board, see if you can fit a third, oh and always have a winggit to mark for it. Has blast D3+1, piercing 3, 48&amp;quot; range, indirect and ignores cover. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpstick Thrower:&#039;&#039;&#039; Literally the same as above, only piercing 2, blast D3, no indirect fire, no ignores cover, but cheaper and RA 4+. You take these after you&#039;ve hit the limit for Big Rocks Thrower. Goblin artillery is about quantity. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mawpup Launcher:&#039;&#039;&#039; RA 4+, 36&amp;quot; range, indirect, ignores cover and Blast D3, but no piercing. Can also shoot allies with the Mawpup Cage keyword to reload their Mawpups ability. Adds a bit more use to some units, and helps to get more warmachines on the table for your Winggit to buff. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War-Trombone:&#039;&#039;&#039; &amp;lt;strike&amp;gt;Musical war machine with a breath attack; like a fantasy version of [[Noise Marines]].&amp;lt;/strike&amp;gt; Nah, sadly it&#039;s basically just a giant blunderbuss. It can&#039;t strike in melee, but gets 12 attacks with Breath Attack that have Piercing (1). Tons of potential for unit conversions for this bad boy. Does &#039;&#039;&#039;Not&#039;&#039;&#039; benefit from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactica here.&lt;br /&gt;
&lt;br /&gt;
The Goblin Gunline.&lt;br /&gt;
&lt;br /&gt;
Take 2-3 Winggits, take as many warmachines that benefit from the marking ability as possible. Everything else is screening tarpits, or spitters to shoot down flyers and help finish off targets. Deploy defensively and focus down threats one at a time with your artillery. Spitters aren&#039;t going to do much to most infantry blocks, we just need them to stop shit flying over the tarpits while the lobbers etc deal with whatever hammers the other side has first. Spitters also finish off units that are too damaged from your artillery to be worth a second turn of shooting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kings of War/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:D91A:7600:9036:68AA:DAAE:EA53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291585</id>
		<title>Kings of War/Tactics/Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291585"/>
		<updated>2021-08-24T07:11:45Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:D91A:7600:9036:68AA:DAAE:EA53: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Goblins==&lt;br /&gt;
You like horde armies, but don&#039;t want to play [[undead]] or [[Skaven|rats]].&lt;br /&gt;
Your favourite colour is green.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Utterly Spineless:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Hero===&lt;br /&gt;
*&#039;&#039;&#039;Biggit:&#039;&#039;&#039; Inspiring goblin with a bow. He can also be mounted on a fleabag for more mobility. For 20 more points than a flaggit you get a much better melee value, a ranged attack, 2 extra attacks, and 1 point better in nerve. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaggit:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King:&#039;&#039;&#039; Essentially a better version of a biggit. For 30 points more you get 2 more attacks and nerve. Not a very good trade up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King on Chariot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magwa &amp;amp; Jo’os:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slasher:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troll Bruiser:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wiz:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Mawbeasts Pack:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rabble:&#039;&#039;&#039; Dirt cheap goblin infantry. Nothing special about them, other then Yellow Bellied I suppose, but they are your cheapest unit. They are likely to form the core of your force as you are a cheap, horde based army and this is your cheap, horde unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpsticks:&#039;&#039;&#039; Slightly more expensive then a rabble to gain some attacks and Phalanx. Usually you&#039;re probably going to want to stick with the rabble, but if you face a lot of Thunderous Charge units they might be worth their points if your chaff is always getting charged. Generally though you&#039;ll probably want to save the points for something else and will want to stick to the rabble.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spitters:&#039;&#039;&#039; Your goblin shooters. They come in 2 sizes; regiment and horde. Unexciting perhaps, but a solid choice for your army. Keep them protected and use them to harass your enemies with shots.&lt;br /&gt;
&lt;br /&gt;
===Large Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Your non-Yellow Bellied beaters. They&#039;re very expensive, but come with Crushing Strength (2) and Regeneration (5+). They&#039;re alright as far as large infantry go, but they&#039;re not really what you should be looking for in a goblin army. They also are way too expensive for what you get.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Riders:&#039;&#039;&#039; Your basic goblin cavalry. They come with Nimble and Thunderous Charge (1). Good for rushing out and redirecting opponent&#039;s units, just like their cousins over at [[Games Workshop]]. Good if used to screen and redirect, but don&#039;t expect them to take a lot of damage and hold the line for long.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Rider Sniffs:&#039;&#039;&#039; For the same price as regular riders you trade out Thunderous Charge (1) for Bows. Not terrible, but probably not ideal in most cases. If you want cavalry, take fleabag riders. If you want shooters, take spitters. This unit is something of a hybrid between the two, making it a really situational choice.&lt;br /&gt;
&lt;br /&gt;
===Large Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Chariots:&#039;&#039;&#039; Goblins on chariots? While that does sound cool, these are much like your trolls in that they are too expensive for what you get. Cheaper then trolls for Bows and Thunderous Charge (2) vice Crushing Strength (2) and Regeneration (5+). They&#039;re still too expensive though for a horde army. If you want some cheap shooting, just take spitters instead.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Amazing for forcing a unit to just stop. 17/19 nerve with fury, defense 5, all on a 50mm base means it can reliably tank almost anything and will punish the enemy for daring to fight him. Best use as anvils as they don&#039;t have the number of attacks to be hammers unless charging in the flank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mincer:&#039;&#039;&#039; It slices and dices. Comes with Big Shield, Brutal, and Thunderous Charge (3), which is all pretty good. Only getting damaged on a 6 from the front is nice, although a 4+ will damage it in any other arc. You want this thing to be charging into your foes with protection on either side to keep it alive. It gets D6+6 attacks each melee, so it can vary wildly in how much damage it is doing, but Thunderous Charge (3) is generally ensuring you&#039;re always hitting. Offensively the mincer does the same amount of damage as a giant if it still has it&#039;s TC so its a cheap unit your opponent has to deal with. Not bad at 80 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winggit:&#039;&#039;&#039; THANK YOU VANGUARD! Seriously, this is the best thing to be given to goblins, a flyer that can bomb shit, AND IT MARKS TARGETS FOR YOUR ARTILLERY! Ok so the target marking is a 10pt upgrade, but its mandatory for the buff to your warmachines. It does mean you need to take several warmachines to get the most value, which you should, as Goblin warmachines are cheap and individually weak, but in numbers and with the target marking buff from a Winggit, they get scary. Taking one is fine if your opponent has never dealt with this combo, otherwise run a pair because anyone who&#039;s been on the receiving end of this will prioritise your flyer.&lt;br /&gt;
&lt;br /&gt;
===War Engines===&lt;br /&gt;
*&#039;&#039;&#039;Big Rocks Thrower:&#039;&#039;&#039; Its cheap, not very good stat-wise when compared to most warmachines (that are almost twice the cost), and something you always take in numbers. If you&#039;re taking one, you should be taking a second with it. If you have two on the board, see if you can fit a third, oh and always have a winggit to mark for it. Has blast D3+1, piercing 3, 48&amp;quot; range, indirect and ignores cover. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpstick Thrower:&#039;&#039;&#039; Literally the same as above, only piercing 2, blast D3, no indirect fire, no ignores cover, but cheaper and RA 4+. You take these after you&#039;ve hit the limit for Big Rocks Thrower. Goblin artillery is about quantity. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mawpup Launcher:&#039;&#039;&#039; RA 4+, 36&amp;quot; range, indirect, ignores cover and Blast D3, but no piercing. Can also shoot allies with the Mawpup Cage keyword to reload their Mawpups ability. Adds a bit more use to some units, and helps to get more warmachines on the table for your Winggit to buff. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War-Trombone:&#039;&#039;&#039; &amp;lt;strike&amp;gt;Musical war machine with a breath attack; like a fantasy version of [[Noise Marines]].&amp;lt;/strike&amp;gt; Nah, sadly it&#039;s basically just a giant blunderbuss. It can&#039;t strike in melee, but gets 12 attacks with Breath Attack that have Piercing (1). Tons of potential for unit conversions for this bad boy. Does &#039;&#039;&#039;Not&#039;&#039;&#039; benefit from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactica here.&lt;br /&gt;
&lt;br /&gt;
The Goblin Gunline.&lt;br /&gt;
&lt;br /&gt;
Take 2-3 Winggits, take as many warmachines that benefit from the marking ability as possible. Everything else is screening tarpits, or spitters to shoot down flyers. Deploy defensively and focus down threats one at a time with your artillery. Spitters aren&#039;t going to do much to most infantry blocks, we just need them to stop shit flying over the tarpits while the lobbers etc deal with whatever hammers the other side has first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kings of War/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:D91A:7600:9036:68AA:DAAE:EA53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291584</id>
		<title>Kings of War/Tactics/Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291584"/>
		<updated>2021-08-24T07:10:34Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:D91A:7600:9036:68AA:DAAE:EA53: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Goblins==&lt;br /&gt;
You like horde armies, but don&#039;t want to play [[undead]] or [[Skaven|rats]].&lt;br /&gt;
Your favourite colour is green.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Utterly Spineless:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Hero===&lt;br /&gt;
*&#039;&#039;&#039;Biggit:&#039;&#039;&#039; Inspiring goblin with a bow. He can also be mounted on a fleabag for more mobility. For 20 more points than a flaggit you get a much better melee value, a ranged attack, 2 extra attacks, and 1 point better in nerve. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaggit:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King:&#039;&#039;&#039; Essentially a better version of a biggit. For 30 points more you get 2 more attacks and nerve. Not a very good trade up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King on Chariot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magwa &amp;amp; Jo’os:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slasher:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troll Bruiser:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wiz:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Mawbeasts Pack:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rabble:&#039;&#039;&#039; Dirt cheap goblin infantry. Nothing special about them, other then Yellow Bellied I suppose, but they are your cheapest unit. They are likely to form the core of your force as you are a cheap, horde based army and this is your cheap, horde unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpsticks:&#039;&#039;&#039; Slightly more expensive then a rabble to gain some attacks and Phalanx. Usually you&#039;re probably going to want to stick with the rabble, but if you face a lot of Thunderous Charge units they might be worth their points if your chaff is always getting charged. Generally though you&#039;ll probably want to save the points for something else and will want to stick to the rabble.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spitters:&#039;&#039;&#039; Your goblin shooters. They come in 2 sizes; regiment and horde. Unexciting perhaps, but a solid choice for your army. Keep them protected and use them to harass your enemies with shots.&lt;br /&gt;
&lt;br /&gt;
===Large Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Your non-Yellow Bellied beaters. They&#039;re very expensive, but come with Crushing Strength (2) and Regeneration (5+). They&#039;re alright as far as large infantry go, but they&#039;re not really what you should be looking for in a goblin army. They also are way too expensive for what you get.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Riders:&#039;&#039;&#039; Your basic goblin cavalry. They come with Nimble and Thunderous Charge (1). Good for rushing out and redirecting opponent&#039;s units, just like their cousins over at [[Games Workshop]]. Good if used to screen and redirect, but don&#039;t expect them to take a lot of damage and hold the line for long.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Rider Sniffs:&#039;&#039;&#039; For the same price as regular riders you trade out Thunderous Charge (1) for Bows. Not terrible, but probably not ideal in most cases. If you want cavalry, take fleabag riders. If you want shooters, take spitters. This unit is something of a hybrid between the two, making it a really situational choice.&lt;br /&gt;
&lt;br /&gt;
===Large Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Chariots:&#039;&#039;&#039; Goblins on chariots? While that does sound cool, these are much like your trolls in that they are too expensive for what you get. Cheaper then trolls for Bows and Thunderous Charge (2) vice Crushing Strength (2) and Regeneration (5+). They&#039;re still too expensive though for a horde army. If you want some cheap shooting, just take spitters instead.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Amazing for forcing a unit to just stop. 17/19 nerve with fury, defense 5, all on a 50mm base means it can reliably tank almost anything and will punish the enemy for daring to fight him. Best use as anvils as they don&#039;t have the number of attacks to be hammers unless charging in the flank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mincer:&#039;&#039;&#039; It slices and dices. Comes with Big Shield, Brutal, and Thunderous Charge (3), which is all pretty good. Only getting damaged on a 6 from the front is nice, although a 4+ will damage it in any other arc. You want this thing to be charging into your foes with protection on either side to keep it alive. It gets D6+6 attacks each melee, so it can vary wildly in how much damage it is doing, but Thunderous Charge (3) is generally ensuring you&#039;re always hitting. Offensively the mincer does the same amount of damage as a giant if it still has it&#039;s TC so its a cheap unit your opponent has to deal with. Not bad at 80 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winggit:&#039;&#039;&#039; THANK YOU VANGUARD! Seriously, this is the best thing to be given to goblins, a flyer that can bomb shit, AND IT MARKS TARGETS FOR YOUR ARTILLERY! Ok so the target marking is a 10pt upgrade, but its mandatory for the buff to your warmachines. It does mean you need to take several warmachines to get the most value, which you should, as Goblin warmachines are cheap and individually weak, but in numbers and with the target marking buff from a Winggit, they get scary. Taking one is fine if your opponent has never dealt with this combo, otherwise run a pair because anyone who&#039;s been on the receiving end of this will prioritise your flyer.&lt;br /&gt;
&lt;br /&gt;
===War Engines===&lt;br /&gt;
*&#039;&#039;&#039;Big Rocks Thrower:&#039;&#039;&#039; Its cheap, not very good stat-wise when compared to most warmachines (that are almost twice the cost), and something you always take in numbers. If you&#039;re taking one, you should be taking a second with it. If you have two on the board, see if you can fit a third, oh and always have a winggit to mark for it. Has blast D3+1, piercing 3, 48&amp;quot; range, indirect and ignores cover. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpstick Thrower:&#039;&#039;&#039; Literally the same as above, only piercing 2, blast D3, no indirect fire, no ignores cover, but cheaper and RA 4+. You take these after you&#039;ve hit the limit for Big Rocks Thrower. Goblin artillery is about quantity. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mawpup Launcher:&#039;&#039;&#039; RA 4+, 36&amp;quot; range, indirect, ignores cover and Blast D3, but no piercing. Can also shoot allies with the Mawpup Cage keyword to reload their Mawpups ability. Adds a bit more use to some units, and helps to get more warmachines on the table for your Winggit to buff. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War-Trombone:&#039;&#039;&#039; &amp;lt;strike&amp;gt;Musical war machine with a breath attack; like a fantasy version of [[Noise Marines]].&amp;lt;/strike&amp;gt; Nah, sadly it&#039;s basically just a giant blunderbuss. It can&#039;t strike in melee, but gets 12 attacks with Breath Attack that have Piercing (1). Tons of potential for unit conversions for this bad boy. Does &#039;&#039;&#039;Not&#039;&#039;&#039; benefit from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactica here.&lt;br /&gt;
&lt;br /&gt;
The Goblin Gunline.&lt;br /&gt;
Take 2-3 Winggits, take as many warmachines that benefit from the marking ability as possible. Everything else is screening tarpits, or spitters to shoot down flyers. Deploy defensively and focus down threats one at a time with your artillery. Spitters aren&#039;t going to do much to most infantry blocks, we just need them to stop shit flying over the tarpits while the lobbers etc deal with whatever hammers the other side has first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kings of War/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:D91A:7600:9036:68AA:DAAE:EA53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291583</id>
		<title>Kings of War/Tactics/Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291583"/>
		<updated>2021-08-24T07:02:39Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:D91A:7600:9036:68AA:DAAE:EA53: /* War Engines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Goblins==&lt;br /&gt;
You like horde armies, but don&#039;t want to play [[undead]] or [[Skaven|rats]].&lt;br /&gt;
Your favourite colour is green.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Utterly Spineless:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Hero===&lt;br /&gt;
*&#039;&#039;&#039;Biggit:&#039;&#039;&#039; Inspiring goblin with a bow. He can also be mounted on a fleabag for more mobility. For 20 more points than a flaggit you get a much better melee value, a ranged attack, 2 extra attacks, and 1 point better in nerve. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaggit:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King:&#039;&#039;&#039; Essentially a better version of a biggit. For 30 points more you get 2 more attacks and nerve. Not a very good trade up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King on Chariot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magwa &amp;amp; Jo’os:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slasher:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troll Bruiser:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wiz:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Mawbeasts Pack:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rabble:&#039;&#039;&#039; Dirt cheap goblin infantry. Nothing special about them, other then Yellow Bellied I suppose, but they are your cheapest unit. They are likely to form the core of your force as you are a cheap, horde based army and this is your cheap, horde unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpsticks:&#039;&#039;&#039; Slightly more expensive then a rabble to gain some attacks and Phalanx. Usually you&#039;re probably going to want to stick with the rabble, but if you face a lot of Thunderous Charge units they might be worth their points if your chaff is always getting charged. Generally though you&#039;ll probably want to save the points for something else and will want to stick to the rabble.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spitters:&#039;&#039;&#039; Your goblin shooters. They come in 2 sizes; regiment and horde. Unexciting perhaps, but a solid choice for your army. Keep them protected and use them to harass your enemies with shots.&lt;br /&gt;
&lt;br /&gt;
===Large Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Your non-Yellow Bellied beaters. They&#039;re very expensive, but come with Crushing Strength (2) and Regeneration (5+). They&#039;re alright as far as large infantry go, but they&#039;re not really what you should be looking for in a goblin army. They also are way too expensive for what you get.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Riders:&#039;&#039;&#039; Your basic goblin cavalry. They come with Nimble and Thunderous Charge (1). Good for rushing out and redirecting opponent&#039;s units, just like their cousins over at [[Games Workshop]]. Good if used to screen and redirect, but don&#039;t expect them to take a lot of damage and hold the line for long.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Rider Sniffs:&#039;&#039;&#039; For the same price as regular riders you trade out Thunderous Charge (1) for Bows. Not terrible, but probably not ideal in most cases. If you want cavalry, take fleabag riders. If you want shooters, take spitters. This unit is something of a hybrid between the two, making it a really situational choice.&lt;br /&gt;
&lt;br /&gt;
===Large Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Chariots:&#039;&#039;&#039; Goblins on chariots? While that does sound cool, these are much like your trolls in that they are too expensive for what you get. Cheaper then trolls for Bows and Thunderous Charge (2) vice Crushing Strength (2) and Regeneration (5+). They&#039;re still too expensive though for a horde army. If you want some cheap shooting, just take spitters instead.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Amazing for forcing a unit to just stop. 17/19 nerve with fury, defense 5, all on a 50mm base means it can reliably tank almost anything and will punish the enemy for daring to fight him. Best use as anvils as they don&#039;t have the number of attacks to be hammers unless charging in the flank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mincer:&#039;&#039;&#039; It slices and dices. Comes with Big Shield, Brutal, and Thunderous Charge (3), which is all pretty good. Only getting damaged on a 6 from the front is nice, although a 4+ will damage it in any other arc. You want this thing to be charging into your foes with protection on either side to keep it alive. It gets D6+6 attacks each melee, so it can vary wildly in how much damage it is doing, but Thunderous Charge (3) is generally ensuring you&#039;re always hitting. Offensively the mincer does the same amount of damage as a giant if it still has it&#039;s TC so its a cheap unit your opponent has to deal with. Not bad at 80 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winggit:&#039;&#039;&#039; THANK YOU VANGUARD! Seriously, this is the best thing to be given to goblins, a flyer that can bomb shit, AND IT MARKS TARGETS FOR YOUR ARTILLERY! Ok so the target marking is a 10pt upgrade, but its mandatory for the buff to your warmachines. It does mean you need to take several warmachines to get the most value, which you should, as Goblin warmachines are cheap and individually weak, but in numbers and with the target marking buff from a Winggit, they get scary. Taking one is fine if your opponent has never dealt with this combo, otherwise run a pair because anyone who&#039;s been on the receiving end of this will prioritise your flyer.&lt;br /&gt;
&lt;br /&gt;
===War Engines===&lt;br /&gt;
*&#039;&#039;&#039;Big Rocks Thrower:&#039;&#039;&#039; Its cheap, not very good stat-wise when compared to most warmachines (that are almost twice the cost), and something you always take in numbers. If you&#039;re taking one, you should be taking a second with it. If you have two on the board, see if you can fit a third, oh and always have a winggit to mark for it. Has blast D3+1, piercing 3, 48&amp;quot; range, indirect and ignores cover. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharpstick Thrower:&#039;&#039;&#039; Literally the same as above, only piercing 2, blast D3, no indirect fire, no ignores cover, but cheaper and RA 4+. You take these after you&#039;ve hit the limit for Big Rocks Thrower. Goblin artillery is about quantity. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mawpup Launcher:&#039;&#039;&#039; RA 4+, 36&amp;quot; range, indirect, ignores cover and Blast D3, but no piercing. Can also shoot allies with the Mawpup Cage keyword to reload their Mawpups ability. Adds a bit more use to some units, and helps to get more warmachines on the table for your Winggit to buff. Benefits from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War-Trombone:&#039;&#039;&#039; &amp;lt;strike&amp;gt;Musical war machine with a breath attack; like a fantasy version of [[Noise Marines]].&amp;lt;/strike&amp;gt; Nah, sadly it&#039;s basically just a giant blunderbuss. It can&#039;t strike in melee, but gets 12 attacks with Breath Attack that have Piercing (1). Tons of potential for unit conversions for this bad boy. Does &#039;&#039;&#039;Not&#039;&#039;&#039; benefit from Winggit marking.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactica here.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kings of War/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:D91A:7600:9036:68AA:DAAE:EA53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291582</id>
		<title>Kings of War/Tactics/Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kings_of_War/Tactics/Goblins&amp;diff=291582"/>
		<updated>2021-08-24T06:47:58Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:D91A:7600:9036:68AA:DAAE:EA53: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Goblins==&lt;br /&gt;
You like horde armies, but don&#039;t want to play [[undead]] or [[Skaven|rats]].&lt;br /&gt;
Your favourite colour is green.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Utterly Spineless:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Hero===&lt;br /&gt;
*&#039;&#039;&#039;Biggit:&#039;&#039;&#039; Inspiring goblin with a bow. He can also be mounted on a fleabag for more mobility. For 20 more points than a flaggit you get a much better melee value, a ranged attack, 2 extra attacks, and 1 point better in nerve. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaggit:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;King:&#039;&#039;&#039; Essentially a better version of a biggit. For 30 points more you get 2 more attacks and nerve. Not a very good trade up.&lt;br /&gt;
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*&#039;&#039;&#039;King on Chariot:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Magwa &amp;amp; Jo’os:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Slasher:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Troll Bruiser:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Wiz:&#039;&#039;&#039; 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.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Mawbeasts Pack:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Rabble:&#039;&#039;&#039; Dirt cheap goblin infantry. Nothing special about them, other then Yellow Bellied I suppose, but they are your cheapest unit. They are likely to form the core of your force as you are a cheap, horde based army and this is your cheap, horde unit.&lt;br /&gt;
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*&#039;&#039;&#039;Sharpsticks:&#039;&#039;&#039; Slightly more expensive then a rabble to gain some attacks and Phalanx. Usually you&#039;re probably going to want to stick with the rabble, but if you face a lot of Thunderous Charge units they might be worth their points if your chaff is always getting charged. Generally though you&#039;ll probably want to save the points for something else and will want to stick to the rabble.&lt;br /&gt;
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*&#039;&#039;&#039;Spitters:&#039;&#039;&#039; Your goblin shooters. They come in 2 sizes; regiment and horde. Unexciting perhaps, but a solid choice for your army. Keep them protected and use them to harass your enemies with shots.&lt;br /&gt;
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===Large Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Your non-Yellow Bellied beaters. They&#039;re very expensive, but come with Crushing Strength (2) and Regeneration (5+). They&#039;re alright as far as large infantry go, but they&#039;re not really what you should be looking for in a goblin army. They also are way too expensive for what you get.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Riders:&#039;&#039;&#039; Your basic goblin cavalry. They come with Nimble and Thunderous Charge (1). Good for rushing out and redirecting opponent&#039;s units, just like their cousins over at [[Games Workshop]]. Good if used to screen and redirect, but don&#039;t expect them to take a lot of damage and hold the line for long.&lt;br /&gt;
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*&#039;&#039;&#039;Fleabag Rider Sniffs:&#039;&#039;&#039; For the same price as regular riders you trade out Thunderous Charge (1) for Bows. Not terrible, but probably not ideal in most cases. If you want cavalry, take fleabag riders. If you want shooters, take spitters. This unit is something of a hybrid between the two, making it a really situational choice.&lt;br /&gt;
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===Large Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Fleabag Chariots:&#039;&#039;&#039; Goblins on chariots? While that does sound cool, these are much like your trolls in that they are too expensive for what you get. Cheaper then trolls for Bows and Thunderous Charge (2) vice Crushing Strength (2) and Regeneration (5+). They&#039;re still too expensive though for a horde army. If you want some cheap shooting, just take spitters instead.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Amazing for forcing a unit to just stop. 17/19 nerve with fury, defense 5, all on a 50mm base means it can reliably tank almost anything and will punish the enemy for daring to fight him. Best use as anvils as they don&#039;t have the number of attacks to be hammers unless charging in the flank.&lt;br /&gt;
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*&#039;&#039;&#039;Mincer:&#039;&#039;&#039; It slices and dices. Comes with Big Shield, Brutal, and Thunderous Charge (3), which is all pretty good. Only getting damaged on a 6 from the front is nice, although a 4+ will damage it in any other arc. You want this thing to be charging into your foes with protection on either side to keep it alive. It gets D6+6 attacks each melee, so it can vary wildly in how much damage it is doing, but Thunderous Charge (3) is generally ensuring you&#039;re always hitting. Offensively the mincer does the same amount of damage as a giant if it still has it&#039;s TC so its a cheap unit your opponent has to deal with. Not bad at 80 points.&lt;br /&gt;
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*&#039;&#039;&#039;Winggit:&#039;&#039;&#039; THANK YOU VANGUARD! Seriously, this is the best thing to be given to goblins, a flyer that can bomb shit, AND IT MARKS TARGETS FOR YOUR ARTILLERY! Ok so the target marking is a 10pt upgrade, but its mandatory for the buff to your warmachines. It does mean you need to take several warmachines to get the most value, which you should, as Goblin warmachines are cheap and individually weak, but in numbers and with the target marking buff from a Winggit, they get scary. Taking one is fine if your opponent has never dealt with this combo, otherwise run a pair because anyone who&#039;s been on the receiving end of this will prioritise your flyer.&lt;br /&gt;
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===War Engines===&lt;br /&gt;
*&#039;&#039;&#039;Big Rocks Thrower:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Sharpstick Thrower:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;War-Trombone:&#039;&#039;&#039; &amp;lt;strike&amp;gt;Musical war machine with a breath attack; like a fantasy version of [[Noise Marines]].&amp;lt;/strike&amp;gt; Nah, sadly it&#039;s basically just a giant blunderbuss. It can&#039;t strike in melee, but gets 12 attacks with Breath Attack that have Piercing (1). Tons of potential for unit conversions for this bad boy.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
Tactica here.&lt;br /&gt;
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[[Category:Kings of War/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:D91A:7600:9036:68AA:DAAE:EA53</name></author>
	</entry>
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