Quote Originally Posted by VinceBlack View Post
Tell me how your all gobbo army works, I have had little luck using them in blocks of gobbos or night gobbos. The fanatics are fun and definately make people want to keep expensive units away from NG blocks but I just find that no matter what I do with them, besides sacrafice them, they always betray me.

Biggest problem is that I normally run blocks of 30 NG with, musician and boss. They hit the flank which is great but end up feeding more causalties to the opponent than they get back.

Anyhow honestly tell me how if works for you because I too have a ton of the gobbos and want a more effective way to use them.
Well, here's how I run my Goblins. (and please note, I am by no means a master, or even particularly good. But this is what I do)

My army consists of a few specific components:

1) My 'core' block.
This is where my general and battle standard bearer sit. My general is a Savage Orc Great Shaman (only orc in the army) and my BSB has the Red Raggity Banner. This gives me a 12 inch radius bubble that gives LD 8 and rerolls panic and break tests. The unit itself is 40 common goblins with light armor, hand weapons, and shields, deployed in 5 ranks of 8. They still suck, but they have a 4+ in combat, and are as durable as I can make them (not very).

2) My secondary blocks
These are two blocks of night goblins with spears and shields in 5 ranks of 8 with 3 fanatics. They carry fanatics, and add meat to the army. Sometimes they even fight. These are usually placed a few inches to the left and right and slightly back of the core block.

3) Fanatic carriers and screening blocks
These are two units of 20 night goblins with bows in 2 ranks of 10 with 3 fanatics. They are here only to carry and launch the first wave of fanatics, and also maybe shoot some stuff or something. They get deployed in front of the secondary blocks. It is also worth noting that these units only have a musician, and no other command.

4) Flanking units
This consists of 2 units of 10 wolfriders. I also include a common goblin big boss in one of them, equipped with wallopa's one hit wunda, and the brimstone bauble. These are for running up the flanks and being annoying. Hopefully killing warmachine crews or something cool like that. They all have spears and bows and usually get placed on the extreme flanks.

5) Teeth
I have a squig herd with 4 teams. These are pretty great, as they are fairly cheap, and are actually dangerous to anything ever with 2 attacks at str 5 each. They are pretty fragile, but people tend to ignore them alot. Also, since they are immune to psych, they dont have to be in the leadership bubble. They get placed off to one side.

This section also includes the trolls. I take anywhere from 4 to 6 trolls, pretty much always in 2 units. These are placed directly to the right and left of the core block, as far forward as possible, so that they get the general's leadership. They will wander forward, absorb shots, and hit things

After this, I may or may not include some spear chukkas. Currently I do not, as I dont own enough to take them in sufficient quantity. And also for reason's below.

In addition, I have a common goblin shaman with some dispel scrolls that sits in some unit somewhere and casts at things.

*Dirty Tricks*
So, this army has a few tricks in it. The first one is the general. As a savage orc great shaman, he is frenzied, for an extra attack, and I give him the kickin boots, for another one. This gives him 3 attacks. This, combined with the Skull wand and amulet of protectyness, makes him sneakily dangerous to other characters, since all it takes is one failed LD check, and their dead.

Then their is Captain 'Splosions. This is the boss in the wolf riders. His whole goal is to run off and challenge someone important, and then die. Along with being str 10 for one round of combat, and doing a d6 str 6 hits on his death, he can cause some damage.

There is, of course, the fanatics, which are great, but something that not everyone knows is that if you cast a Waaagh! spell, the fanatics move just like everyone else. Which means 2d6 inches directly towards the nearest enemy.

Also, dont be afraid to throw fanatics through your own units. You can *always* afford the casualties more than them.

Anyway, thats pretty much the army I play (when I play ><)