Goblins Skirmish Tactics

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Revision as of 09:43, 24 October 2022 by JoeKundlak (talk | contribs) (corrected paragraphs)
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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