Goblins Skirmish Tactics
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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