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Goblin Battle Tactics
by Thane Morgan

(This page is a bit out of date - like 6 years or so...the points are all wrong, for example.)

This is the Goblin army I am building. It is about 2 / 3 painted. It is designed for 10000 point battles, which are huge; we usually only play 4000 - 6000 points, but the larger battles can be a lot of fun. The extra points will still let me customize my forces in the smaller battles.

The Command Group:
27 Goblin Pikemen
1 Goblin King
1 Shaman
            720 Points

6 Warrior units of:
24 Goblin Warriors
1 Noble
            340 Points each

2 Pikeman units of:
25 Goblin Pikes
1 Noble
            455 Points each

3 Archer units:
18 Archers
            378 Points each

3 Goblin Cannon
           744 Points

Warwagon
2 Draft beasts
9 Archers
1 Shaman


Hobgoblins:
20 Trolls with 
      2-handed weapons
1 Troll Hero
            584 Points

22 Troll Spearmen
1 Troll Hero
            892 Points

A shaman is often placed in the troll units, as well.



The Wild Hunt:
1 Wolfrider King
5 Nobles on Wolves
            672 Points

2 Wolfrider Cavalry units:
20 Wolfriders
1 Noble on Wolf
            542 Points each

2 Wolfrider Scout units:
18 Wolfrider Scouts
            594 Points each


   

Tactics -     Goblins are cowardly and weak - they depend on their numbers. Warriors are especially weak - poor armor, poor strength, and poor morale are a bad combination for main combat units. In RaF formation, though, they have a 3 armor, which is enough to let them survive several turns. They can even take modest bow fire     I usually field these in a 6 wide by 4 deep formation. However, I am now thinking that a 5X5 formation with a noble would be ideal - an opponent would be hard pressed to inflict 7 casualties in 1 turn when they could put a maximum of 7 models on the front of the unit. 5 wide would also be a bit more manueverable     I field these units where they can support each other: one unit takes the charge, and the others  try to hit the flanks.

   

With modest casualties, 50 goblins (say 42 after casualties) could inflict a massive -7 penalty to the morale of the enemy unit!

   

Pikemen are much more impressive, though still pretty crappy compared to most other armies' pikes. However, they can inflict significant casualties, and if attacking a unit without long weapons, will probably not take many casaulties. I tend to use these on the flanks, or to back up the Warrior units. When the warriors flee (and they always do), the pikes can hold up the enemy pursuers until they can rally.   Goblin Pikes are very vulnerable to missile fire.

   

Hobgoblins are the heavy shock troops for the goblins. They can cut through heavy armor, take impressive amounts of damage, and don't break easily. I usually run the trolls in skirmish formation, where they can maximize their last strike, strength 3 attacks. Don't let them get hit by units with multiple attacks though - their low armor cannot take a lot of punishment. Keep the dervishes away from bow units.    

   

The Hobgoblin spear units I leave in Rank and File formation. They are great for taking cavalry charges, or annighilating lesser infantry units.

   

Wolfriders are great. They are among the fastest cavalry, though they are also vulnerable due to their low armor. Their strengthless attacks make them unsuitable for hitting heavier cavalry, but they can often avoid heavy cavalry. I like to use them to chase enemy archers, or to swarm a light infantry unit.

   

Wolfrider Scouts are more difficult to use - their light crossbows are great for harassing slower infantry units, but they can get routed by enemy heavy cavalry, or bowfire. It takes some skill to get full advantage from their missile attacks - often I use them in conjunction with Wolfriders to screen them from enemy cavalry.    They also make great screening troops from flyers and infiltrators. You can keep them back until the enemy commits those troops, then move them to where they need to be on the battlefield. Their Stand and Fire ability will cost enemy assassins dearly should they try to break through the scouts.