Waaagh Musk WFB Target Army List

Posted: March 4, 2011 in Op Ed, Waaagh Musk
Tags: , , , , , , , ,

I finally got my hands on the new Orc and Goblin army book for Warhammer Fantasy battle. All the cool Orc and Goblin players already had it and have been adapting their armies to the newest rules. What I lack in coolness I make up for in stubbornness and weirdness. Here is the 2000 point all Goblin army I’m going to be running some day. I actually have almost every single goblin painted, I just need to do some basing and some shields.

I plan on running the new mega spider with a Shaman on top so I use up almost all of my Lord allowance. The core of my army remains however three big blogs of infantry, three war machines, and a hero to lead each mob. When I totalled it all up, using most of my allotment for magic items, I was just 80 or 90 points short of 2000, enter the Squig Hoppers. I might eventually go higher points and run a second Lord on a Gigantic Spider or even just a Big Boss and a block of spider riders to continue the spider theme. Not sure what I’ll do with all my ork models, maybe I’ll sell them or use some of them for 40K…

Here is a picture of my ‘bigger’ unit of Night Goblins. It is the only unit completely finished, complete with Shaman leader Icky Bob.

Night Goblin Archer Horde

Army List

Lord

  • Goblin Great Shaman, riding Arachnarok Spider, with Catchweb Shrine and Opal Amulet 490 points

Heroes

  • Night Goblin Shaman with extra level, Ironcurse Icon, and Dispell Scroll 115 points
  • Goblin Big Boss, Battle Standard Bearer, Mork’s War Banner, Light Armour and Shield 164 points
  • Night Goblin Big Boss, Light Armor and Short Bow, Enchanted Shield, and Obsidian Loadstone 84 points

Core

  • 54 Night Goblins with Short Bows, full command, three fanatics  267 points
  • 29 Night Goblins with Short Bows, full command, three fanatics, and nets 237 points
  • 65 Goblins with spears, shields, and light armor, full command and three skulkers 320 points

Special

  • 6 Night Goblin Squig Hoppers 72 points

Rare

  • 2 Doom Divers 160 points
  • 1 Stone Thrower 85 points

Philosophy

My theoryhammer, besides just finding a use for all the old plastic goblins I own and have almost gotten painted over the years, is, the goblins do the fighting.  So much so I don’t even have a single ork in my army, even though the ten point bully might be worth it.  I went with a hero in each squad as the heroes and the upgrades arguably will do more damage than the actual goblins.

Having played once and a while, generally every second edition of the game, I know goblins aren’t very good, but lots of them can look intimidating.  The plan with the massive units is to not take panic checks.  Every hero has defensive magic items, that boost their squad, I even opted for the most expensive magic banner.  I also hope to dominate the magic phase and maybe even the shooting.  The war machines can hurt most anything and the big spider should be able to handle itself.  My main plan is to advance so I can’t run away in the first turn, release the squigs and just wait.  Bombard the enemy with stones and spells and eventually arrows.  After they get through all that I release the fanatics and hope to halt the charges.  But if all else fails hopefully 60 plus goblins in a horde is a tough nut to crack.  The Night Goblin units run away often, but hopefully not before they release their fanatics and get off a volley or two of arrows.

Wish me luck.

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