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WAAAGH!
Also I guess a couple on flanks can ward off flanking chaos dogs or wolf riders well enough. But I mean what do you expect for a unit that costs 75 upkeep? Lol
They dont do well out in the open except for artillery, gyrocopters fodder (first mission) LOL.
goblins are amazing ^^
they are like what zombies are for the vampire count
cheap, numerous and they do it better then zombies.
also 50% missible block chance, that is nice
Pretty much every Goblin unit is useful.
I read this on an online guide
"It has low armor and leadership, and doesn't get a bonus when fighting large units and cavalry like a normal spear-wielding unit does"
Can't see anywhere in the game where this is stated though?
The normal Goblins are MAINLY used to flank units and cause morale issues OR you can use them as meatshields for artillery, cav-charges etc.
You can also just send them after the enemy ranged units, because those will flee from them.
But overall....the normal goblins are usesfull against anything but the dwarves or vampire counts ^^
Wolf-Riders are pretty similar, but way faster. They are great vs Empire and Greenskins and hunting enemy artillery.
Now Spider-Riders are MUCH better and they can actually be used against dwarves or tougher opponents since they poison.
Night Goblins are great. They are vanguard deployed and hide everywhere, meaning the enemy can't see them until they are already in attack-range.
They are also poisoned and great at taking out even quarrelers.
1. Cannon fodder (seriously, if you keep a lord and/or hero that buffs morale just behind them, you can send the little squad out ahead of all other units you have and the enemy arty will fire on the Goblins rather than your better stuff).
2. Flanking en masse
3. Scouting ahead
In other words, I use Goblin spears like I would VC zombies, essentially. Not a lot else to do with them.
Goblin Archers are a little different... they can obviously still be used as cannon fodder, but their ability to rain down arrows means they can get out to the flanks and pour arrows in from the sides.
Night Goblins are a decent ambush unit, actually.
And *all* trash units (except maybe zombies) can actually be quite effective against the ethereal units... ethereal units tend to have 0 armor, instead relying on a %-based physical resistance. That %-based resistance is super-duper against Giants (cutting their damage per hit to 100 or so instead of almost 500)... but it's awful against goblins (which instead of doing maybe 10 damage will still do 2 or 3 damage).
If you get rushed by a couple of stacks - 3 units of goblins marching towards the reinforcements can buy you enough time to leng off the main stack and reposition to receive the delayed stack
I've tried that, and it's hit-or-miss.
In situations where I am on the defense, the CPU pretty much rushes me in a head-long rush, and it takes more than a couple units to slow down the reinforcing stack. In such a case, Night Goblins, with their guerilla deployment and better stats, can be used in a 3-4 unit group to buy a bit of time, but standard Goblins aren't going to do it.
On the other hand, if I am the attacker in a situation where the enemy has reinforcements, Goblins do sometimes work... when the CPU is defending and has reinforcements, they always seem to try and unite their forces, and a couple goblins rushed to the right place can sometimes hold up this process since, unlike in a head-long rush, the CPU tries to remain at a walking pace. In this case, a few goblins can cause a serious delay if they can cut-off a larger group, because the CPU will take a bit of time to fight them and will still keep to a walking pace instead of sprinting to catch up with the other reinforcements.