Friday, 18 July 2014

Goblin Town

Goblin Town is a faction that I feel we will see more of in "The Battle of Five Armies" film so I've generally steered clear of altering them for now. 

I couldn't resist adding one unit, however; the Goblin Tunnellers are shown below.

------------------------------------------------------------------------------------------------------------

GOBLIN TUNNELLERS (Goblin)

Points Value: 7


Move        F        S        D        A        W        C
    5”        2/5+     3        3         1         1          2     

Cave Dwellers, Chittering Horde.

Tunnellers: Goblin Tunnellers are not deployed at the start of play. Instead the controlling player announces before rolling for priority that he would like them to enter play that turn. Roll a dice for each model; on a 4+ they are deployed. They may deploy anywhere on the board in the controlling players move phase but not in an enemy control zone. They may not charge the turn they arrive but may otherwise act normally.


------------------------------------------------------------------------------------------------------------

Designer's Note. The Goblin Tunnellers are the joker in the Goblin Town army list; they are unpredictable for friend and foe - something I think suits the goblins well. They could prove to be a deadly counter measure to pesky elven archery (the bane of Goblin Town) or simply be lost in their own tunnels for turns on end before they eventually enter the fray.

Suggested Model. Pick up some cheap Goblins from the "Escape From Goblin Town" boxset on eBay. Snipping them in half, bending them over and repositioning the heads plus a little green stuff work should go a long way to making these models.

Tactics. Try using a few in the early turns of the game to harass enemy archers. This will allow for the main bulk of your force to advance unhindered. 

------------------------------------------------------------------------------------------------------------

FAQ.

No comments:

Post a Comment