After a small time running my Vampires and to a lesser extent my Savage Orcs, i've been inspired to bring the army of Gobwarts out again for another bash. This time they will be used in the 2100 point April Tournament Empire in Flames.
I've always found my goblins a real struggle to make work since the release of High Elves and Vampire Counts. High elves are difficult thanks to ASF which renders my squig hoppers useless (my favourite unit) and VC obviously have a world of advantages over the greenskins in the magic and pyschology areas. The MOAB tournament was my first attempt at running a very magic heavy /defensive greenskin list (10 power dice, 7 dispel 2 scrolls) to see if it would improve my chances against the troublesome armies. Unfortunately, it did nothing but make my list less effective as magic is very fickle and dangerous in the hands of a greenskin shaman. Multiple times over the tournament did I miscast and blow up from rolling a 4 on the miscast table (which still amazes many non O&G generals that you die from rolling a 4 or less). Plus I only faced the one magic heavy army, the rest were mostly gunlines.
This has got me thinking, is magic defence really going to save you in a goblin army? Is it really worthwhile investing in two level 2 shaman with the staff of sneaky stealin' and 2 scrolls? Every time I face VC or TK they always manage to get the spells through they need by single spamming their dice over and over. Once scrolls are burnt, it's game over the question just lies whether it happens on turn 2 or turn 4.
So in an attempt to try something new, i'm running my greenskins now with 4 combat characters and 0 magic defence. I'm currently 2 wins from 2 with it so far, so my fingers are crossed I can continue this good form. I believe the army design can definitely work, it just involves you planning out the assassination of enemy wizards as early as turn 2. I'll be having a few more games and i'll post my thoughts on it a little later in the week.
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