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 Goblins

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jerryrich77
Hero
Hero
jerryrich77


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Age : 47

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PostSubject: Goblins   Goblins Icon_minitimeWed 12 Jan 2011 - 12:12

here is my quandry, i like goblins but don't want to use orcs in my warband. Now i know there are a bunch of NG lists out there and a forest goblin list also, but i'd like to play your normal everyday goblin list (i really like the models, especially some of the Lord and Hero ones). To do this i think i have 2 options; one, use the skaven list in the book. I can picture some sneeky goblins runnin round mordheim. they have the stat line that id imagine goblins to have (or close to it). Two, modify the OnG list by dropping the strength, tougness and leadership stat by one and increasing initiative by one or 2 on the profile of orc heros. totally drop the orc henchmen and then drop the rule that kills off goblin hero advancement. mabye switch the strength skills for speed skills or something like that. what would you all reccomend?
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StyrofoamKing
Etheral
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StyrofoamKing


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PostSubject: Re: Goblins   Goblins Icon_minitimeWed 12 Jan 2011 - 13:05

It's completely unofficial and untested, but I came up with a "vanilla" goblin warband if you're interested.

https://boringmordheimforum.forumieren.com/t4541-wee-warband-goblin-riders?highlight=goblin+raiders
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https://sites.google.com/site/styroheim/
Eliazar
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Eliazar


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PostSubject: Re: Goblins   Goblins Icon_minitimeWed 12 Jan 2011 - 16:16

If you're considering playing with a modified O&G list, why don't you just take one of the night or forest goblin lists and play them "counts as" goblins?
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FKSN
Warlord
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Age : 43
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PostSubject: Re: Goblins   Goblins Icon_minitimeWed 12 Jan 2011 - 16:50

Quote :
If you're considering playing with a modified O&G list, why don't you just take one of the night or forest goblin lists and play them "counts as" goblins?

That's what I was wondering as well. You'd rather count your plain goblins as tail-fighting, warplock-pistoleering, horned rat magicking skavens (with Move 6) than using the rules for either forest- or night goblins?
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jerryrich77
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jerryrich77


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PostSubject: Re: Goblins   Goblins Icon_minitimeThu 13 Jan 2011 - 5:42

ok apparently i hit a nerve with the goblin/ mordheim community. lol

StyrofoamKing- thats not a bad list, i think ill give it a try. thanks.
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FKSN
Warlord
Warlord
FKSN


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PostSubject: Re: Goblins   Goblins Icon_minitimeThu 13 Jan 2011 - 13:07

No snark intended, I'm honestly wondering what it is about the forest or night goblin lists that makes them unsuitable for your "vanilla" goblins, to such a degree that skaven rules would fit them better.
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jerryrich77
Hero
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jerryrich77


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PostSubject: Re: Goblins   Goblins Icon_minitimeThu 13 Jan 2011 - 14:49

just wanted to try something different. I didnt realy like the way forrest goblin list played and im more of a common goblin fan than a night goblin fan (i really like the models more than the new NG models). thats all. i also like the way the skaven list is fairly balanced as its in the rulebook already. i was just thinkin of making a counts as skaven list with some goblins and then limit myself with the equipment and skills that dont fit goblins (like tailfighting). The warplock pistol i could do a counts as poisoned crossbow or something.
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Rudeboy
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PostSubject: Re: Goblins   Goblins Icon_minitimeThu 13 Jan 2011 - 17:19

I like the idea of a Goblin Contraption Warband list. You would have your generic Goblins, then you would have you Goblin Engineer who would make Weapons for your goblins most of which when worked would be useful, but a good chunk of the time they would fail horribly. Like take the Old Goblin Doom Diver and make it in to contration that shoots goblins into the air tied to Kites. Then they could use it to fly around and into buildings or they could use them to diving chart out of the sky.
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PostSubject: Re: Goblins   Goblins Icon_minitime

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