Goblins Skirmish Tactics

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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

Heroes

  • Goblin Leader: Your go-to leader for the goblins with the Troll Boss out of the running. They're cheap as chips and offer a decent selection of loadouts with all the melee weapons available (including an optional Cave-Beast Companion for extra attacks)
    • Upgrades: The Goblin Leader has two differing upgrade lists, with one being more focused than the other.
      • The choice between clans might not influence their role, but it will affect how they work. Wolf-Clan provides Fearless if you are worried about morale affecting your mobs. Cave-Clan provides Furious for the obvious charging benefits. Forest-Clan provides Strider for extra mobility.
      • The Army Standard Bearer provides Fear if you need the leader for extra unit-breaking. Brewer gives Magic Potions, an incredible buff in melee and obviously helps with Cave-Clan squads. Shaman provides you the casting ability of a Wizard. Pathfinder gives Camouflage if you need a bit of extra defense.
    • Mounts: Your cheapest mount is the Wolf, a nimble mount with its own AP(1) attack. Slightly above that is the Spider, providing Poison to its attack and Strider to overcome obstacles. The Cave-Beast gives you an unconventional steed, boosting its speed with Boing for an even faster leader. The Great Cave-Beast one-ups that with extra Tough and more attacks. The Great Spider also improves upon the Spider, providing +3 to the boss' Tough value on top of more Poison attacks.

Infantry

  • Pester Swarm: The chaff among an army made of chaff. Their Tough(3) lets them throw off any Blasts while Fearless lets them hold their ground. Unique to them is the addition of Scout and Strider so they can be thrown first before the Warriors.
  • Warriors: Your basic troops are quite flimsy but filling out your list with them is easy. Provided the right weapons, they can be incredibly handy, especially when given the right clan. Spears give you some cheap roadblocks for any charging hordes and Halberds can help maximize effectiveness with Rending.
  • Shooters: A gang of Goblins of any clan with Shortbows that can be traded up for long-range Crossbows. While they're essentially the same as base gobbos, you'll be better served by keeping them at range so they can pepper the enemy with arrows.
  • Shroom-Sniffer: Not much on their own with only a Poison attack and Furious, but they do provide Power Shrooms, which gives a lot to an army with a lot of models and a majority 5+ Quality.
  • Cave-Beast Herd: A pack of angry cave-beasts, each with some dangerous AP(1) bites and Fearless as well as Boing to provide a sort-of answer to Fast. Buying Goblin Herders helps improve their aggressiveness with Fearless and Furious.
  • Fanatic: A crazy goblin packing some devastating swings at AP(1) and a surprise Boing boost. Their central feature is Destructive, which lets them walk through enemies and hits them. This alone can make them an extremely wild force that annoys the enemy and draws fire while your other forces make their moves.
  • Nasty Assassin: A clanless goblin with Ambush improved with their special rule, Surprise, which allows them to pop up within 3" of an enemy unit and then score a cheap shot before they can fight, where they can make use of Takedown. All of this does come at the cost of survivability, so it's vital that you guarantee your kills before they get killed off.
  • Troll: A giant walking wall, all carrying a 4+ Defense on top or Regeneration and Tough(3). Of course, you can also buy a new weapon for each Troll, whether it's an AP(3) Great Weapon or Throw Stones so you have some firepower.
    • Each troll can pick a breed like goblins and clans but do note that the considerable price hike doesn't make it as pivotal as it may be for the goblins. Stone Breed gives a bump to defense on top of Fearless for an immovable wall. Cave Breed ups the offense with Furious and Poison for any melee attacks. Forest Breed is your most mobile breed with Scout and Strider letting them move through any cover.

Cavalry

  • Beast Riders: The various sorts of beasts the Goblins can ride are lumped into a singular unit you can upgrade as you wish. Even better is that this is a squad, which is unusual when most cavalry usually shrinks to a single model in Skirmish. Depending on your preferences, you can either give the squad either Lances to improve their charges or Shortbows to provide ranged skirmishers.
    • Each breed not only provides a special rule, but also an additional attack suiting the type of mount being used. For example, Wolf Riders provide not only Fearless but also an AP(1) bite. Spider Riders naturally get Strider as well as a Poison strike. Cave-Beast Riders not only get both Boing and Furious for longer charges, but also a Rending bite attack.

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