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====Goblins==== *'''Goblins:''' (Goblin) Your army's quintessential tarpit or mass archers. At 2.5 points per model base, Goblins can take light armour, and shields, and can be fielded in insane numbers. Their gimmick is being the most long-lasting goblin tarpit or cheap archers with a save. You can take a big 40-man unit for 100pts or 20 shortbows for 80pts. **'''Goblin Jester:''' An upgrade for common goblins that are trapped in the front ranks. He's far from a combatant, though; he provides +1 to his unit's Ld and trades Animosity to instead suffer Stupidity, so more predictable when near a lord. When in close combat, he has a random chance: 1 - his unit takes -1 to hit, 2-5 - nothing, 6 - the enemy takes -1 to hit, though foiled by immunity to psychology. Helpful to keep the chaff in the fight when luck doesn't cause you to stall. *'''Goblin Wolf Riders:''' (Goblins) Your army's fast cavalry. Give them spears and watch them flank charge a heavy infantry unit to death, or at least keep them tied up long enough for your chariots to flatten them. The Fast calve Vanguard rule and super fast movement of 9 make them fairly effective war machine hunters. *'''Night Goblins:''' (Night Goblin) They are less reliable but heavily more gimmicky than normal Goblins. Are -1 to Ld, +1 to I, Hate Dwarfs, and wear robes (can get light armour and can compete with normal Goblins). They come standard with shields and can take all the same upgrades as Goblins plus more toys. Night Goblins are more offenses than normal Goblins with their tricks but more likely to Flee (an Ld of 5 is among the worst in-game outside things that can't flee). Own upgrades: **Netters +1ppm and infinitely useful upgrade to an otherwise simple tarpit unit, roll a D3 For each rank of 5 goblins, netters cause that many enemy models to suffer a -1 attack modifier(affects model + mount) on any unit they are locked in combat with on a 2-3. There is always the odd chance that they entangle themselves on a 1, but they are already such a low strength that that should only add to the lulz. **Fanatics: Ohhh... Fanatics. Excuse me for a minute, slight crisis moment. Watch as the enemy player tries to blast through the squishy night goblins with heavy infantry, only to suddenly be lambasted by up to 18 s5 Armour Piercing(1) hits as the little bastards swing insanely through them. **Fanatics with Thwackwheezer Puffshrooms: 2d6 models suffers an armour ignoring wound on a failed toughness test and provide softcover if crazy enough to still 6" of them. Other than protection, Puffshrooms do better than regular Fanatics against humanoid enemies of T3, including Sv2+ knights. *'''Forest Goblins:''' (Forest Goblins) half a point less than goblins, but shirtless. They have Forest Strider. Their main nitch is that they can be upgraded to have poison attacks, letting them wound above what is expected of chaff or volley bows with wounding rolls superior to S4. Try to keep them protected before they all die in droves. *'''Forest Goblin Spider Riders:''' (Forest Goblins) Goblin unique cavalry spider riders can be quite useful. They pump out plenty of poisoned attacks, but their best trick is their ability to move right up inside of buildings and ignore terrain as they do so. Perfect for flushing well-encamped enemies out of cover and the bane of wood elf players. They're 1 point more than wolf riders with shields but 1 point slower than them. As flankers, they will harm tougher foes.
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