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Thursday, April 7, 2011

2500 pts All-Goblin Spider Waaagh!

The weekend is coming up and as usual I'll be going down to the gaming club for a couple of battles. It's going to be at 2500 points, most likely, but instead of running my tournament list I've been eager to try out a new All-Goblin army at the full points level. I hope to be able to inflict a lot of hurting in the magic and shooting phases, meaning I might have a chance in combat if it comes to that. We shall see.

Goblin Warboss
Armor of Fate, Great Weapon
The Warboss will be leading the army from one of the goblin mobs. Equipped with heavy armor, 4+ ward save and dishing out 4 S6 attacks, he's suitably hitty while survivable, although very cheap.

Goblin Great Shaman
Arachnarok Spider, Spidershrine, Amulet of Preservation
It's risky, it's costly, but I'm going for it! The Great Shaman has mounted a Spidershrine ontop of the Arachnarok, giving all shamans within 12" +2 to channel, meaning I should get an additional 1-2 dice each phase, not to mention giving the Shaman the Loremaster ability (meaning he won't need the level 4 upgrade). He will be vulnerable to heavy shooting, so I've given him a 4+ ward save to hopefully keep him alive. The Spider on its own will of course be helping out the gobbos win combats.

Goblin Big Boss
Battle Standard Bearer, Spider Banner, Short bow, Great Weapon, Light Armor 
The BSB is carrying the Spider Banner to give out poisoned attacks to himself and his unit. He will be vulnerable for sure, but the added benefits of his flag should hopefully make up for it.

Goblin Big Boss
Wolf, Light Armor, Spear, Enchanted Shield, Potion of Foolhardiness
A cheap little hero to hunt warmachines. He will join up with a Wolf Rider unit, being fast cavalry himself, and quaf his potion before charging off.

Night Goblin Big Boss
Giant Cave Squig, Charmed Shield, Light Armor, Spear
Another cheap hero with a lot of hittyness, riding ontop of a big squig. He will join the Squig Hoppers and hop up a flank.

Night Goblin Shaman
Dispel Scroll
You always want a scroll caddy, with a single spell of his own to cast with a mushroom. He will also be staying close to the spider for the added benefits.

Night Goblin Shaman
Channeling Staff
Same with this guy, he will be sticking close to Spider and channel on 3+. If he's lucky, he might get to use that extra dice for a single spell of his own.

40 Goblins
Full Command, Shields, Shortbows, Nasty Skulkers x3
Joined by the BSB, these guys will be deploying as a Horde and fire 20-30 poisoned arrows. If they get charged, they'll dish out 30 poisoned attacks in close combat as well.

50 Night Goblins
Full Command, Shields, Spears, Nets 
I shall be trying out spears on these fellows, who will probably be joined by the Warboss, as the Nets adds a lot to his toughness.

20 Night Goblins
Shortbows, Musician, Fanatics x2
Another cheap shooty unit, that gets to deliver fanatics, shoot at cheap diverters, and poke their noses once the job is done.

5 Goblin Wolf Riders
Shortbows, Musician
You still want at least one unit of fast cavalry in your lists, and Wolf Riders are so cheap yet very useful. These guys will deliver the Wolf Boss into combat, then ride around and plink their bows at stuff.

5 Forest Goblin Spider Riders
A bit more hitty than their wolf riding cousins, the Spider Riders will lurk in forests and hunt war machines with their poisonous spiders.

3 Goblin Wolf Chariots
Flanking mayhem!

7 Night Goblin Squig Hoppers
Joined by the Squig Hopping Boss, these guys will bounce up a flank and hunt missile units, that won't get a stand and shoot reaction against them due to their unpredictability.

30 Squig Herd
20 Squigs, 10 Herders
A hard hitting combat unit that can either flank what's fighting the gobbo mobs, or tackle average enemies on their own. They will draw a lot of fire, mind, which is why I've brought a lot of herders to keep order.

Goblin Spear Chukka

Goblin Rock Lobber x2

Goblin Doom Diver

Mangler Squig

Following the shooty theme, I'd like a lot of artillery and spells to take care of the enemy. Although far less potent in combat than their orc counter-parts, I will be packing a mighty magic phase of 8 spells and quite likely a lot of dice even on light winds of magic. After that, I'll pound whatever is left with my warmachines before charging them with something destructive and weird, like my Mangler Squig.

So what do you guys think? Does it look like fun?