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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
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===Troops=== *'''Night Goblins:''' Like Savage Orcs, these guys get quite a few setups: Spear/Stabba and Shield (Making 10+ mobs gain a 5+ save), Arrows and Slittas, or Nets (Which give good volume of attack while also reducing any hit rolls made on them in combat by 1). Mobbing up's also advised here, as they get the same size bonuses as standard Gobbos, but To Wound and not To Hit. This also means that the Warboss' Command is insanely powerful on them in melee, as they'll Wound on 2+ or 3+ and any Wound roll of 4+ inflicts double damage. **'''Gong Basher:''' They add +2 to Run. **'''Standard Bearer:''' Night Goblins get two options for standards: The Bad Moon Icon gives them +1 to their Save during shooting while the Goblin Flag adds +2 to their Bravery if there are no enemies nearby. Either is pretty god, though the Flag is better for melee. **'''Night Goblin Fanatics:''' During ANY Charge Phase (Yours or theirs), you can unleash a Fanatic in your unit and have them charge the enemy in a counter-charge/double charge, though his movement is limited to 2d6. If he rolls doubles on his movement, then he's dead. *'''Night Goblin Squig Hoppers:''' These guys have a mixed blessing in their random movement. However, their only difference from the normal Night Goblins is that and a special wound. Oh, and a rule that if they roll doubles for the charge, they get 4 Squig attacks instead of 4. *'''Night Goblin Squig Herders:''' These guys are pointless without a Giant Cave Squig or two to help out. All they get from the squig is cover. *'''Mangler Squigs:''' These are menacing. Massive 3d6" movement, reliable fangs, massive volume of fire from the shit strapped onto it, and some spare gobbo weapons that don't get weakened by damage. If you roll doubles when charging, you get even more +1 to ball-and-chain hits. Even killing this thing can be a risk, as any units within 6" risk take d3 mortal wounds. Wound-per-Wound, no monster in the game is as outright damaging as the Mangler Squigs. None. However, your opponent will realize that as well, so either use them as a distraction or bring enough distractions to make sure your Mangler Squigs reach the enemy. *'''Cave Squigs:''' Nowhere near as dangerous, but with some Herders on their side, they get some decency. Herders within 5" give them +1 to hit and re-rolls on run and charge distances while providing cover for the runtz. The other downside to these are that if they flee, they can risk eating anything aside from Moonclan units. *'''Colossal Squig (Forge World):''' A REAL big'un. 16 Wounds and 10 Bravery make sure it stays alive as it gets sent wherever it wants, and with 4d6" movement (at first, before the wounds set in), that's gonna be far away, where it can't possibly eat any of your units because there's nobody to fight. Rolling doubles when charging lets it re-roll 1's to hit with its feet and if it rolls a 6 to-wound with its jaws, it deals d3 Mortal Wounds. Also, if it dies, everyone nearby has a chance of eating d3 Mortal Wounds from its violent explosion. *'''Squig Gobba (Forge World):''' A War Machine without being a War Machine. It can move, but it can't charge or pile in, and it needs to sit still in order to fire it's variable-range Squigs. At the very least, it can trip up people expecting to kill it with anti-War Machine weaponry. It's still pretty weak, with only the Goblins protecting it with stikks. Frankly this thing is shit. Entertaining shit, but shit. D3 shots that hit on 5+ AND have to deal with variable range bullshit? Skip.
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