Prince of Spires wrote:
I think the trick to goblin archers (and goblin units in general) is that they need a character in them to actually really function. It's sort of a 35pts LD banner that comes out of your character allowance and can attack a bit (not actually that different from the standard of discipline, once you factor in that you need a banner bearer and model to carry it, which would be 28.5pts for a common goblin).
Interesting point Rod. I guess I prefer simplicity overall. Goblin-heavy builds tend to be complex in my experience, with multiple characters and tricks like fanatics and loads of Impact Hits.
Prince of Spires wrote:
I agree that short bows suck, even more so with bs3, which means you're often hitting on 5's or 6's. On the other hand, you can bring almost twice as many of them as you do arrer boys. And quantity has a quality of its own. 26 goblins with FC + goblin character comes in at the same points level. 8 more shots, but at a lower range. Though I guess that you're more likely to go 9 wide then to go 14 wide. So you'll lose some of the extra shots. I guess that indeed the boys are a better bargain here. And you'd mainly take the goblins if you like them, not because they are the best choice.
I think it boils down to sometimes simply being outside of 18” thus not being able to shoot at all.
Prince of Spires wrote:
It would be interesting to keep track of how the boys perform. I'm not too sold on their use. But that might just be because I normally have terrible luck with archers (of any kind). I do think going for a full contingent of 6 bolt throwers in special could be an option. It's only slightly more expensive then the boys (and special instead of core). But double the range (and free pivots) is huge.
I’m putting these archers in because they’re a good fit for my list but I agree that might not be enough to overcome their overall dubiousness. There’s not much synergy with magic either. I love the models though! Quite right I need more artillery. Not sure I could face painting 6 BT’s but I might be up to 4. Of course I should really get 2 Doom Divers, which would also cover anti-personnel duties. I just don’t like them!
Prince of Spires wrote:
I'm interested to see how you'll manage with only one unit of wolf riders. 1 redirector at 2000pts is often good enough. But, especially with ld6, it's also only a handful of shots away from useless. Why do you give them bows? Will those 5 S3 shots really make a difference? I would sooner give them a musician, just to have that higher chance of rallying.
I feel the 2 Manglers will mess with the enemy’s movement enough to cover things. You’re in good company being sceptical about Fast Cav shots Rod, Seredain was too. I guess they just seem to work for the way I play. They’re also 5 points compared to 10 for a musician. I get the rallying angle but the ability to Swift Reform (normally vital for archers) would be superfluous here of course.
_________________
A New Blog (Orcs and Goblins)
viewtopic.php?f=5&t=70550Cavalry Prince Reloaded
viewtopic.php?f=80&t=70001