Revised 8th Edition Goblins and Ork army list

Posted: August 13, 2010 in Stuff, Waaagh Musk
Tags: , , , , , ,

Last night or this morning I was lying in bed thinking of changes I could make to my Warhammer armies to try to actually win a game of Warhammer Fantasy Battle in 8th Edition.  There isn’t much I can do with an all Nurgle Daemon army at 1500 points.  I can add or subtract Plaguebearers, Nurglings, and Beasts of Nurgle and none of them have done much on the table top.  The Herald of Tzeentch might keep a few more of my models from dying in the magic phase but in general I have to play with the models I have painted.

New brushes and white paint

New brushes and white paint

After finishing the sorcerer I picked up yet more hobby supplies and looked for work.  A lot of jobs seem to be good fits for me this week and I talked to a CEO of a startup so maybe my third lengthy period of unemployment post-MBA will finally come to an end.  I really don’t care what I do, all experience will obviously help me, and I need money as I have too much debt.  But that’s not what my few readers care about.

I just finished writing a new army list at 1500 points, as that is the magic number at Strategies.  Bigger games obviously are possible as I have a lot of models painted and quite a few unpainted unlike the Daemon army which is mostly painted except for a few odds and sods OOP models.  My army list is goblin heavy and I’ve been trying to embrace that.  I even tried to go all goblins, but in the end I couldn’t say no to a 5 point bully and the Big Waaagh spell list.  So my 1500 point army list actually has 2 orks in it.  My 2000 point army list will have more orks and to save on painting but also so I can have a magic banner (Mork’s Spirit Totem) I’m breaking my vow of no Big ‘Uns.  I’m still unlikely to have Black Orks, though some Savage Orks might be fun, especially if new plastic models are in the pipe line as rumored.

Picking my daemon list is easy, my Ork and Goblin list takes a lot more time.  I have a lot more options, even with only a few units actually painted.  I painted so many goblins (with a tiny bit of help) that I can add or remove dozens of models from units, which doesn’t do that much, but it means I pick my CORE last.  I pick my warmachines first as I want them to be central to my army.  They shoot over the goblins, which in turn shoot and cast spells at the enemy until they get annoyed and charge or I get to cast one of the movement spells and opt for a surprise charge.  The Fanatics of course get in the way of the enemy.

Having dealt with Leadership 4 Night Goblin mercenaries I’ve been thinking of ways to increase my leadership.  I still don’t want an Ork general, but I can switch to a Goblin Warboss for one more leadership over the Night Goblin Warboss I added last time I revised the army list.  I also decided to put him in with the unit of spearmen and to move my Goblin Battle Standard Bearer to the big unit of archers as that will keep them from running away better than the sorcerer who I had leading the unit.  My yet to arrive new Night Goblin Boss figure will still go with the blue archers, but he’ll be demoted to Big Boss and I doubt I’ll bulk that unit up anymore.  This all means that I need to paint two hero goblins, which will be a pleasure, something like seven warmachine crew and then base up everything that doesn’t have it’s base finished, which is every model not in this picture.

Night Goblin Archer Horde

So without further ado here is the army list:

  • SPECIAL: Rock Lobber with Bully 75pts
  • RARE: 2 Doom Divers 160pts
  • LORD: Goblin Warboss with light armor, shield, Talisman of Preservation, and Martog’s Best Basha 131pts
  • LORD: Night Goblin Great Shaman with Staff of Sneaky Stealing, Amulet of Protectyness, and Magic Mushrooms 235pts
  • HERO: Goblin Big Boss Battle Standard Bearer with light armor and the Spider Banner 112pts
  • HERO: Night Goblin Big Boss with light armor, shield, Mad Cap Mushrooms, and Ulag’s Akrit Axe 79pts
  • HERO: Ork Shaman, Level 2 Wizard with the Horn of Urgok 140pts
  • CORE: Blue Archers, 24 Night Goblins with Bows, Full Command, 3 Fanatics, and Nets 202pts
  • CORE: Purple Archers, 28 Night Goblins with Bows, Full Command, and 2 Fanatics 154pts
  • CORE: Spearmen, 44 Goblins with Spears, Shields, and Light Armour plus Full Command 240pts

After working out all my heroes which I really need to keep the goblins from running away and to try not to get raped in the magic phase, I priced out all the blue archers, this is my smallest unit, but with max Fanatics and Nets and a Big Boss geared offensively they are both my most expendable unit and the one I’d like to send out first from my lines.  I’d just as soon not get into H2H with the other units as their main goal is to keep their heroes alive.

I also moved the Mad Cap Mushrooms to the Big Boss, this unit is almost completely painted and should be easier to base and make the movement tray for as it is half the size of the other archer unit.

Goblin Army

For the purple archers I wanted to make them a Horde so that meant three rows of at least ten.  They also have two heroes the Battle Standard Bearer for his Leadership 7 and the Night Goblin Shaman who is the most expensive model in my army.  Hopefully even at Level 3 he can do a good job at dispelling and combined with his Sneaky Staff he should.  The Magic Mushrooms are just for fun and so that I can avoid an unlucky failed casting.  The Ork Shaman is my offensive magical force.  He should have better spells and at 2000 points he’ll be a lot more powerful due to the unit of Big ‘Uns, Waaagh Paint, and Mork’s Spirit Totem.  I really think both my armies will start to come into their own at 2000 points…

The last unit I priced out was the biggest.  Previously I’d stubbornly insisted on fielding 65 Goblins with spears as that is how they are ranked up in my miniature case, but honestly once you get past four rows of ten, the rest are mainly human shields and based on how my games have gone lots of my models get killed before they get to fight anything.  I think this army will do most of it’s damage in the shooting and magic phase with my heroes occasionally having a good round of H2H.  The rank and file mainly will die in droves.  In order to maximize my Fanatics as much as possible the final unit ended up being 44 strong with full command.  This will necessitate me making three more movement trays to play this army at 1500 points but that’s alright, they aren’t as much work as painting and basing the actual models.  Eventually maybe I’ll have a whole collection of custom movement trays.

I haven’t priced it out, but I know what I want to add at 2000 points.  Waaagh Paint and Mork’s Spirit Totem and a unit of Big ‘Uns on foot with Choppas and Shields will eat up most of the points, but I’m tempted to buy another small Night Goblin Shaman just to get certain other magic items, like say a Dispell Scroll but honestly with all the anti-magic I will have thanks to other magic items I don’t really need it.  Usually when someone really wants to cast a spell they risk the miscast to get Irresistible Force.  I’ll also probably bulk up the purple goblin units a bit as I have the models painted, unlike the Orks on foot which I only have a handful painted.

I wanted to do a Horde of Orks but honestly I haven’t benefited much from the new Horde rule.  I think I’ve fielded the two largest units in the Mighty Empires Campaign and I’ve yet to win.  I think higher initiative is still more important than just masses of expendable bodies.  Leadership is even more important than Initiative which is why I fitted in the Horn of Urgok into this army list.  That will increase my Leadership army wide with a one in six chance of the Shaman carrying it taking a wound.  That’ll probably be the first thing I try to cast every Magic Phase, at least while the Shaman has two wounds.

Horde of Plaguebearers with Banners

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