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==Units Analysis== ===Lords & Heroes=== ====Special Characters==== *'''Hobgobla Khan:''' 250pts. The notorious leader of the steppes and leader of the Hobgoblins. On top of the basic Khan stuff, he becomes the mandatory general and makes Keshig core while being open to mounts. His bow gives 3 shots, each dealing d3 magical S5 hits, and his mask gives a 5++ ward and 18" inspiring presence. *'''Ghazak Khan:''' 250pts. Wolf-riding Hobgoblin mercenary. He has fear and forces units he charged to accept his attacks. His weapon is a nightmarish thing with d3 wounds and piercing 3 while his helmet gives him a 4++ ward and magic resist 1 after he is wounded while giving double strength against the fool who wounded him. *'''Oglah Khan:''' 90pts. Another khan on wolf-back. He forces his unit to pursue enemies and adds +d6" to their pursuit rolls. He's also 20 points more than an equally-equipped chieftain. ====Generic Characters==== *'''Khan:''' 80pts. The first thing you'll realize that these gits are regular goblin bosses +1. With WS6, BS5, and S4 T4, they're capable of bringing a fight, and they have the Black Orc ability to silence animosity checks in units "6 around him. While the rest of the army can't be this 'ard, this guy's a necessity in any army. Thankfully, his loadout's versatile enough to welcome any army choice. *'''Chieftain:''' 45pts. Since he's your only BSB, you'll need to haul him along. Thankfully, he's about as diverse in loadout as the Khan. Chieftains will often be leading your more elite wolf riders so they don't stall to animosity. *'''Shaman Elder/Shaman:''' 145/60pts. These wizards are far more versatile in their magic than the O&G shamans. Aside from their native lore of Spirits, these guys can also take the Lores of Fire, Heavens, Beasts, and Shadow. However, that's about where the use for shamans ends; no unit can take their leadership score and they can never be the general, meaning that you're gonna be paying for full-time spellslingers. Thankfully they can both be put on a Wolf, meaning you can get some decent mobility around the board. ====Mounts==== *'''Giant Wolf:''' These wolves are the same as the O&G wolves. They can be equipped with barding for extra protection. *'''Dire Wolf:''' Khans only. They're just bigger and badder wolves. Lets you ride with the Scorpion Rider to keep them in line. ===Core Units=== *'''Hobgoblin Warrior:''' 70pts. The average rank and file are about as well equipped as average goblins with light armour+shields. They also come with the ability to inflict d6 S3 hits if a 10+ strength model manages to hold off on pursuing a unit they break. they will find themselves being the main holding force so wolfs can get their flanks. *'''Hobgoblin Archers:''' 100pts. For 1.5 ppm more, you can give your warriors bows instead of weapons and armour...somehow. They have the same rules as before, which is troubling because they can now get decked easily. their role so your army can put down more arrow fire without having to also buy more wolfs. *'''Hobhound:''' 42pts. A mixed unit with a pack of skirmishing doggos that are almost identical to wolves. In case you thought it was insane that such a fast unit would be held back by a goblin, you have the ability to let the hounds loose during a movement phase and let them run free and grant frenzy. *'''Kharash:''' 40pts. Your even more expendable waves of chaff with which you throw at the enemy. They don't count towards minimum core costs. Chaff you would throw at chaff, but die as fast as Britonian Peasant mobs. *'''Wolf Raiders:''' 60pts. Hobgoblins on wolves, a superior to the normal Goblin Wolf Rider. These guys are more keen on archery than the foot gobbos, and this is on top of being fast cavalry. They will make up most of your flanking force. ===Special Units=== *'''Ravagers:''' 75pts. Your melee cavalry with frenzied mounts. For whatever reason, these guys stick to hobhounds for mounts, which robs them of a few inches of movement. but Anyway they can rip up much chaff with their 5 attacks per model, they are a glass blender and only hitting and wounding like an average human, but they are still dangerous on pincer maneuvers. *'''Tarkans:''' 75pts. Hobgoblins on giant wolves who become your dedicated pyromaniacs. Not only do these fuckers have fast cavalry and can be ambushers, but they also have flaming attacks and the ability to burn down both setpieces and war machines. Anyone within a forest or building on fire takes d6 S4 fire hits while war machines and chariots get torches pelted at them, each hit dealing d3 S4 hits. They will often find selves ambushing or vanguarding towards the nearest Regenerator, wooden thing, or warmachines so they can burn it down. *'''Mangudai:''' 85pts. Elite Wolf Raiders, archer edition. These goblins have Ded Shooty and can fire two shots each turn. For an extra 2ppm, these arrows can also be poisoned. Making the most of shooting someone in the back. Useful for picking off targets from afar. *'''Keshig:''' 80pts. Heavily armored vanguard cavalry, still as capable of being archers. They have lances to prioritize charging and can buy poison and barding. They will often be used to deal with heavily armored foes, using poison to deal with tougher foes Empire Inner circle knights would have problems with. *'''Sneaky Gits:''' 60pts. Hobgoblins with poisoned attacks and the option for skirmishing and scout. What makes them interesting is their ability to add an extra rank for fighting each round they are engaged in close combat, giving them the power to become an unstoppable tide of green. When scouting you would run them as turn one in your face distraction and flanking support in places vanguard can't reach. Alternatively, you would place them near your deployment zone, and use them like a hoard of daggers. *'''War Wagon:''' 100pts. A chariot mounted bolt thrower. This one's S5 and lacks piercing, making them a bit less deadly in exchange for their mobility. Thankfully, you have 2-3 wolves to protect it as well as the archer crew. Don't properly function due to outdated rules. *'''Spear Chukka:''' 35pts. Your dirt-cheap hobgoblin bolt thrower. Use it at the back to take out monsters and knights. *'''Deathclaw:''' 129pts. Deranged not-quite-yetis that aren't quite trolls or Yhetees either. Cost more but They have 5+ regen, piercing 1, and frenzy to help chop into the infantry. ===Rare Units=== *'''Scorpion Rider:''' 165pts. Now this is some weird shit. Hobgoblins riding scorpions with Killing Blow, 5+ Natural Armour, and Poison Attacks, with the option to take a champion, banner, and musician for a further 10pts each. Your heavy cavalry option, if you were starting to get sick of seeing nothing but Wolves. Not ''quite'' as mobile as the Wolves, but the scorps trade it in for being much more killy. *'''Rhinox Battle Fortress:''' 125pts. 3 gobbos ride on top of these big woolly rhinos with their d3 Impact Hits and Frenzy while the crew shoots at targets from atop their towers. Essentially a moving weapons platform. *'''Rokkit Launcha:''' 95pts. What it says on the tin. A stone-thrower that deals d3 S6 wounds, but these wounds happen to everyone in the blast template. They also have an equivalent of the black powder misfire chart. *'''Thunderbird:''' 185pts. The lightning equivalent of the Phoenix. They're immune to lightning and missiles aimed at them take -1 to hit while dealing an instant S3 hit on any model in b2b which you can up to d3 hits by attacking. *'''Dread Maw:''' 225pts. The Hobgoblins managed to enslave those giant worms from Tremors. These monstrosities are able to effectively fly 2d6" (without swiftstride). It gets ASF on the charge while robbing rank bonus on the unit it charges and on top of its 1d6+1 impact hits it also deals two extra d6 wound attacks with KB. It comes with a couple of options for upgrading, like poison to anyone who hits it wounds it or piercing 1. *'''Giant:''' 200pts. Because you are greenskins, you get a giant, same as the rest. 25pts more expensive than your Orcish counterparts, and good mostly for squashing infantry and taking cannonballs to the face. If neither are present, then it's not really worth taking.
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