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Goblin Wolfriders

 
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Rocket-Toad
Master Pie Eater Extraodinaire


Joined: 02 Jun 2008
Posts: 1700
Location: London

PostPosted: Wed Apr 07, 2010 1:22 pm
Post subject: Goblin Wolfriders
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Have you used them?
Have you played against them?
How do you rate them?

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mawdslio wrote:
The Creature Creation Formula is the thing I dont like most about the system. I have never seen anyone think I need another unit of chaff on the table, lets point them up, the CCF tends to create all kind of supermonsters.
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Shelfunit



Joined: 03 Jun 2008
Posts: 598
Location: Ferney-Voltaire, Swiss/French border.

PostPosted: Wed Apr 07, 2010 4:54 pm
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They were ok, but rarely did anything other than annoy me by their ineffectiveness - that said I did only ever use one unit of 10. Massed they may cause a few more problems.

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Zinkala



Joined: 13 Jun 2008
Posts: 473

PostPosted: Wed Apr 07, 2010 6:42 pm
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I have a unit of 15 of them that I've played with and against. Like shelfie said they're ok. Don't expect a lot of killing from them but their speed means you can usually get them to pick on somebody that's already hurting or weak. Most of the time I use my spider riders now instead as they got more hitting power.

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Warhound
Officer of the Watch


Joined: 02 Jun 2008
Posts: 799
Location: The Nick

PostPosted: Thu Apr 08, 2010 3:48 pm
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I ran a unit of 20 + hero. Goblin hero's on a dire wolf are a 5 wound evasion 1 nightmare with some decent attacks. I go for Mass when using them and they are fast enough to hit flanks and force tests through superior enemy. They don't do a lot of killing themselves but it is still 2 attacks per frontage and a lot of mass. Plus they are cheap as chips.
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magokiron



Joined: 15 Jun 2008
Posts: 317
Location: México

PostPosted: Sun Apr 11, 2010 5:11 pm
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I've used them, but without great effect (2/2 no strenght per model).

The reasonings Zink and WH gives are valid ones, and may can be used effectively to flank and/or make a linghting fast attack vs unarmoured missile units, but their low armour will mean they may take several casualties from the "stand and shoot" response, so better make big units.

Plus, they have a low morale, so any negative modificator will make them run.

All said, I have quite a bunch, so I still field them now and then.

Best wishes.

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Obscader



Joined: 04 Jun 2008
Posts: 602
Location: North London A.K.A Skavenblight

PostPosted: Mon Apr 12, 2010 12:58 pm
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As someone with no cavalry options in his list (Ratmen) I find this deriding of Wolfriders highly offensive Razz

Their worth it for the 18 inch move alone. Their sheer maneuverability is incredible. For 22 points a pop you really can't go wrong with them.

I'd say they were a must have for any Goblin army.

I used them in my last battle playing Gobbos versus high elves and they were able to threaten two units on either side of the board with their huge charge range. They ended up making an unexpected charge into a unit of Horse archers and did bugger all! But the potential to threaten multiple units and force the enemy to protect their archers and such is invaluable.

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Rocket-Toad
Master Pie Eater Extraodinaire


Joined: 02 Jun 2008
Posts: 1700
Location: London

PostPosted: Mon Apr 12, 2010 5:28 pm
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I'm gonna run a unit of 24 of the suckers and see how it goes.

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mawdslio wrote:
The Creature Creation Formula is the thing I dont like most about the system. I have never seen anyone think I need another unit of chaff on the table, lets point them up, the CCF tends to create all kind of supermonsters.
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Zinkala



Joined: 13 Jun 2008
Posts: 473

PostPosted: Tue Apr 13, 2010 2:29 am
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Well Obs, my complaint about the wolfriders is a problem with goblins in general. Compared to some lists they don't have much hitting power. That's why I've added a unit of ogres and spider riders to my most used list. I love the little buggers but they just aren't a killing machine. Crying or Very sad They are dirt cheap and good at wearing down the expensive armies like high elves which is my other main army that we use. Like everybody has said wolfriders aren't knights and are better off using the speed to pick off weaker things or flank the enemy rather than charging into the first combat possible.

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Tanker



Joined: 12 Jun 2008
Posts: 195

PostPosted: Tue Apr 13, 2010 2:59 am
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I faced a unit of them that Demo used against my Undead and pretty much just gave them the old tar pit treatment and slowly killed them off. I can't remember the exact outcome of the duel, but it went on for several turns and whichever one was left at the end was in auto-morale test mode if they were engaged.

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bluntfang



Joined: 16 Jun 2008
Posts: 601

PostPosted: Fri Apr 16, 2010 3:07 am
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I think they make great tarpits actually. A couple of small units of wolf riders can help keep the other sides most expensive units occupied for much of the game. They are also great for threatening artillery/archers to keep them from shooting up the precious hobgoblins.

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