Goblins Skirmish Tactics: Difference between revisions

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(Filled in the special rules and spells. Added pros and cons. Might add some analysis later.)
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''Note: This section needs more content. You can help the wiki by expanding it.''
''Note: This section needs more content. You can help the wiki by expanding it.''


'''PROS:'''
'''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:'''
'''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 ==
== Army Special Rules ==
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''Note: This section needs more content. You can help the wiki by expanding it.''
'''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 ==
== Wizard Spells ==
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''Note: This section needs more content. You can help the wiki by expanding it.''
'''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 ==
== Unit Analysis ==

Revision as of 07:29, 24 October 2022

Why Play Goblins

Note: This section needs more content. You can help the wiki by expanding it.

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

Note: This section needs more content. You can help the wiki by expanding it.

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

Note: This section needs more content. You can help the wiki by expanding it.

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