Goblins Skirmish Tactics: Difference between revisions

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{{AoF-Skirmish-Tactics}}
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[[Category:Age of Fantasy Skirmish]]
[[Category:Age of Fantasy Skirnmish Tactics]]
[[Category:Age of Fantasy Skirnmish Tactics]]
[[Category:Goblins]]
[[Category:Goblins]]

Revision as of 04:15, 16 November 2022

Goblins
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Goblin
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Goblins

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Pros:

  • cheap units make it easy to have a lot of activations and play for objectives
  • clan upgrade selection allows for units with different specializations
  • versatile unit selection

Cons:

  • mostly low quality units
  • even the hero has only quality 5, making the hero ability less useful
  • very low defense on most units

Army Special Rules

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  • Boing: This models moves +D3” on Advance and +2D3” on Rush/Charge actions.
  • Camouflage: This model and all friendly units within 12” get the Stealth special rule.
  • Destructive: This model may move through enemy units. Whenever it does, pick one of them and roll 1 die. On a 2+ it takes 3 hits with AP(1).
  • Magic Potions: This model and all friendly units within 12” get AP(+1) in melee.
  • Power Shrooms: Once per activation, pick one friendly unit within 6”. That unit, and all friendly unit within 6" gets +1 to hit rolls next time it fights in melee.
  • Surprise: This model counts as having the Ambush rule, and may be deployed up to 1” away from enemy units. Once deployed roll one die, on 2+ it deals 2 hits with AP(1) to one enemy unit within 3”.
  • Takedown: When this model is in melee, may pick one model from the target and roll one die. On a 2+ it takes 1 hit with AP(1) and Deadly(3).

Wizard Spells

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  • Glare (4+): Target enemy unit within 6” takes 1 hit with AP(2) and Deadly(3).
  • Spider’s Might (4+): Target 2 friendly units within 6” get Poison next time they fight in melee.
  • Death Shroud (5+): Target enemy unit within 6” takes 4 hits with AP(2).
  • Nuisance (5+): Target 2 friendly units within 12” get +1 to defense next time they take hits.
  • Curse (6+): Target enemy unit within 6” rolls as many dice as models in it, and takes 1 hit for each 2+ rolled.
  • Sneaky (6+): Target 2 friendly units within 6” get +3" next time they Advance, or +6" next time they Charge/Rush.

Unit Analysis

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List Building & Tactics

General Advice

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Tactics

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See Also

Goblins
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy: Skirmish tactics
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Goblins - Halflings - Havoc Dwarves - Havoc War Clans - Havoc Warriors - High Elves
Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen
Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves