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Warhammer Army Project/Hobgoblin
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===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.
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