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Gunmetal1986
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Goblin Marauders Sun, 24 June 2007 22:04
What are these?
      
The New Romance
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Re:Goblin Marauders Sun, 24 June 2007 22:39
Who knows... perhaps the goblin cavalry troops displayed on battleloremaster.com; the ones riding the ostriches and the dogs/hyenas.
      
jayr13
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Re:Goblin Marauders Sun, 24 June 2007 22:45
www.Thoughthammer.com has a picture of this expansion pack.
      
Gunmetal1986
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Re:Goblin Marauders Sun, 24 June 2007 23:45
INDEED! ...found the pic - the expansion shows goblin WOLF Twisted Evil riders or hyena riders as well as goblin ostrich/bird riders with the same goblin drummers that are in the other goblin expansion pack. Here is the link to the picure:

http://www.thoughthammer.com/product_info.php?products_id=37 41

The miniature contents listing on this page is incorrect as it describes the contents of the 100 years war expansion pack...

[Updated on: Sun, 24 June 2007 23:55]

      
MWAlbion
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Re:Goblin Marauders Mon, 25 June 2007 16:08
Thought Hammer now lists the Marauders as :-

Game Contents:

* 16 figures, including:
o 1 Goblin Band Leader
o 3 Goblin Drummers
o 6 Hobgoblin Hyena Riders
o 6 Hobgoblin Ostrich Riders
* 10 New Banners (5 for each camp)
* A Rules Booklet, Including 2 New Adventures
* 4 Specialist Cards, 3 Weapon Summary Cards
* 1 Unit Summary Card
      
barcafer
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Re:Goblin Marauders Mon, 25 June 2007 17:19
Any theories on why there would be a second release of the goblin band?
      
mjkoopman
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Re:Goblin Marauders Mon, 25 June 2007 18:50
mwalbion wrote on Mon, 25 June 2007 10:08

Thought Hammer now lists the Marauders as :-

Game Contents:

* 16 figures, including:
o 1 Goblin Band Leader
o 3 Goblin Drummers
o 6 Hobgoblin Hyena Riders
o 6 Hobgoblin Ostrich Riders
* 10 New Banners (5 for each camp)
* A Rules Booklet, Including 2 New Adventures
* 4 Specialist Cards, 3 Weapon Summary Cards
* 1 Unit Summary Card


'Hobgoblin'? From the picture on Thought Hammer, they have the same colour base as the other goblins, but I wonder: Do 'Hobgoblins' have different racial traits then the 'Goblins' we've seen so far?
      
Phloid
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Re:Goblin Marauders Mon, 25 June 2007 19:19
mjkoopman wrote on Mon, 25 June 2007 11:50

'Hobgoblin'? From the picture on Thought Hammer, they have the same colour base as the other goblins, but I wonder: Do 'Hobgoblins' have different racial traits then the 'Goblins' we've seen so far?


The Red banner goblinoids and the goblinoid Archers from the base game are Hobgoblins. Their race as it relates to the game is Goblinoid. Their is no difference between the two, rules wise.

[Updated on: Mon, 25 June 2007 19:20]

      
mvettemagred
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Re:Goblin Marauders Mon, 25 June 2007 19:21
Actually, there are both Goblins and Hobgoblins in the base game. That's why, as a group, they're referred to as Goblinoids.

The easiest way to tell them apart is by looking at the banner bearer reference page in the base rulebook. Also, if you look closely at the figures, the Hobgoblins are slightly larger than their Goblin buddies.

Edit - Gah! Phloid beat me to it! Smile

[Updated on: Mon, 25 June 2007 19:23]

      
Phloid
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Re:Goblin Marauders Mon, 25 June 2007 19:25
barcafer wrote on Mon, 25 June 2007 10:19

Any theories on why there would be a second release of the goblin band?

I don't know. That's kind of annoying. Why would they do that? Hopefully it is a mistake or something. The goblin bad is a really cool unit and all, but if I really wanted a second one I would just buy another Skirmishers pack. Now I have to buy one if I want the new gobbo cav units. ERRRRRR!

At least it is not more Dwarven Axe Suckers.
      
Zeal
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Re:Goblin Marauders Mon, 25 June 2007 19:56

Could they possibly be a mounted version of a band?
      
mvettemagred
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Re:Goblin Marauders Mon, 25 June 2007 19:59
I suspect it's a matter of choice and budget. Some players won't want to buy every expansion, but may want the band. Once both expansions are available, they'll have a choice between the foot units and the calvary, while getting the band either way.

For me it's nice, because I have the only copy of Battlelore in our game group. With two Band units, each player can strike up the band! Surprised
      
mjkoopman
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Re:Goblin Marauders Mon, 25 June 2007 20:06
Phloid wrote on Mon, 25 June 2007 13:19

mjkoopman wrote on Mon, 25 June 2007 11:50

'Hobgoblin'? From the picture on Thought Hammer, they have the same colour base as the other goblins, but I wonder: Do 'Hobgoblins' have different racial traits then the 'Goblins' we've seen so far?


The Red banner goblinoids and the goblinoid Archers from the base game are Hobgoblins. Their race as it relates to the game is Goblinoid. Their is no difference between the two, rules wise.



After I posted, I thought about that possibility... but since I'm at work, I couldn't check my rule book. Oh, well. Thanks for checking for me. Smile

Mark.
      
zombiepig
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Re:Goblin Marauders Tue, 26 June 2007 04:39
barcafer wrote on Tue, 26 June 2007 01:19

Any theories on why there would be a second release of the goblin band?


so you can put two goblin bands on hexes that cross board sections, and make all your gobbos in those two sections bold... and then kick some dwarf butt Razz
      
eric
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Re:Goblin Marauders Tue, 26 June 2007 14:41
Just to clear up a misconception: A Goblin band, when placed as a band (as opposed to embedded drummers) provides a support presence (ie of what is required to be fully supported thus Bold), but does not make a unit bold alone.

In other words two goblin units adjacent to each other in a section of the battlefield where there is a band are fully supported (because they get 1/2 the support they need from each other, and half from the band itself).

Two gobbo bands can thus be quite useful, if properly positionned Very Happy

and yes, the other reason for the inclusion of a 2nd band, is that we do not expect everyone to be able to afford all expansion sets (but we're quite sure Gobbo players will want at least one band regardless Wink )
      
The New Romance
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Re:Goblin Marauders Tue, 26 June 2007 16:27
eric schrieb am Tue, 26 June 2007 14:41


In other words two goblin units adjacent to each other in a section of the battlefield where there is a band are fully supported (because they get 1/2 the support they need from each other, and half from the band itself).



That means that if you take two bands and place on on the left red line and one on the right red line, all Goblin units in the middle section will be double supported and thus bold - doesn't it?
      
migeck
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Re:Goblin Marauders Tue, 26 June 2007 16:50
yes it does... if you've got two goblin bands, one on each line, all goblins are suported a half (just need one other supporting unit) and the ones in the middle are bold by themselfs like dwarfs.
      
stjaybay
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Re:Goblin Marauders Tue, 26 June 2007 16:53
No wouldn't the goblin units just simply be normal because the start as frightened?
      
Vendral2
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Re:Goblin Marauders Tue, 26 June 2007 16:59
Actually you can be both Bold and Frightened.
That is ignore one flag and for every flag beyond the first you have to retreat 2 hexes.

Edited for spelling errors.

[Updated on: Tue, 26 June 2007 17:00]

      
migeck
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Re:Goblin Marauders Tue, 26 June 2007 17:01
correct me but I thought frightend is just that they must retreat 2 Hex.. if they are supported they would become bold...

other tactic :
place both drummer bands on one line so the complete mid and the left or right side is bold... so 2 drummer 2 bold areas... muhahaha .... go my red cavelery go Twisted Evil Laughing Twisted Evil
      
stjaybay
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Re:Goblin Marauders Tue, 26 June 2007 17:03
So Goblins start as normal but they have a racial ability that makes them run? I thought they were just frightened when they started now I am confused.
      
ColtsFan77
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Re:Goblin Marauders Tue, 26 June 2007 19:46
The problem is Bold and Frightened are determined at two different "steps" and thus it is possible for a unit to be both bold and frightened at the same time.

Being Bold (or normal) is determined at the time of battle. If a unit is bold, it may ignore flags rolled against it. If it does not vacat it's hex, it may then battle back.

Being Frightened (or normal - but not the same normal as above) is determined after the battle and only if retreat flags are rolled. If there are retreat flags, first ignore any from the bold status. Any flags left over would then be resolved and the retreats applied.

So a Goblin unit could be both Bold (by being supported) and Frightened. If two flags were rolled against it, one would be ignored and one would be applied. Therefore the goblin would retreat 2 hexes (for the one flag) and make panic checks.

As far as the goblin bands: they offer half support. So any goblins in the affected section still need one more frindly unit to get them to Bold-1 Status. But if more than 1 flag is rolled, they still are fightened.

Also, a band on the seam covers both sections (center and then right or left). So if you have a band on both seams, then the center is fully supported and the left and right are 1/2 supported.
      
stjaybay
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Re:Goblin Marauders Tue, 26 June 2007 21:29
thanks
      
Zeal
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Re:Goblin Marauders Tue, 26 June 2007 21:47

Not to rain on your two-band parade, but wont you need a specialist card for both to place on the board?
      
ColtsFan77
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Re:Goblin Marauders Tue, 26 June 2007 21:56
Zeal wrote on Tue, 26 June 2007 14:47


Not to rain on your two-band parade, but wont you need a specialist card for both to place on the board?

Very true. But Eric himself said we could place 2 bands. My money is on that he knows something that we don't. I suspect a 2nd specialist card will be included in Goblin Mauraders. Then it should be possible to have two bands in one camp if you own both expansions.
      
Samuraibel
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Re:Goblin Marauders Tue, 26 June 2007 22:03
Just for my understanding, as everybody is referring to goblinoids to become bold because of the bands.
But the weapon card states '..provides a support presence to all friendly units ...'

Assuming all units belonging to the same army as friendly - and probably the ones of my ally also - would mean that with 2 bands I could get all units of my army becoming bold, in 2 sections of the board ( putting the bands on the same red line).
Even humans and dwarves in a mixed army.

This seems to be very powerful.

Personally I would prefer, that the band affects goblinoids only to weighten their 'beeing freightend', but the description seems to point towards the interpretation above. Or I misinterprete .....
      
ColtsFan77
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Re:Goblin Marauders Tue, 26 June 2007 22:35
I am not sure what the card says exactly. It appears to me from teh limited pics I gathered from the Blog and Battleloremaster.com, it should only effect Goblinoid units.

EDIT: Finally made out all the text on blm.com and do see that it says friendly units - not just goblin units. Yes a powerful unit indeed then. But one that will also have a huge target on them.

[Updated on: Tue, 26 June 2007 22:47]

      
dbc-
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Re:Goblin Marauders Tue, 26 June 2007 22:51
Samuraibel wrote on Tue, 26 June 2007 22:03

Personally I would prefer, that the band affects goblinoids only to weighten their 'beeing freightend', but the description seems to point towards the interpretation above. Or I misinterprete .....

That certainly seems to be the case. I only had goblins on my mind as I read it. But re-reading the card I wonder if it is too powerful?
And talking about the band. How is it supposed to be used with Reluctant Allies? The card refers to reserve units, of which there are none, in this variant. There are already too few cards usable with RA in CtA, for my tastes. Since I play RA about half of the times I play BattleLore, I would like to be able to use all of the miniatures I buy!
      
Zeal
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Re:Goblin Marauders Tue, 26 June 2007 23:08
dbc- wrote on Tue, 26 June 2007 14:51


That certainly seems to be the case. I only had goblins on my mind as I read it. But re-reading the card I wonder if it is too powerful?




Well, if it is, it can be our new lightning rod to side for or against.
      
ColtsFan77
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Re:Goblin Marauders Tue, 26 June 2007 23:18
Zeal wrote on Tue, 26 June 2007 16:08

dbc- wrote on Tue, 26 June 2007 14:51


That certainly seems to be the case. I only had goblins on my mind as I read it. But re-reading the card I wonder if it is too powerful?




Well, if it is, it can be our new lightning rod to side for or against.

I have been trying to think of a counter for this all afternoon. I was wondering if you could create a scenario with different types of terrain. Then you could come up with a lore card, like the wizard or the, oh oh, the cleric, that then communes with nature. He could use the terrain itself to battle these pesky units that will probably hide from the main battle lines. Hmmm.... I think I might be on to something here....
      
dbc-
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Re:Goblin Marauders Wed, 27 June 2007 00:00
Well, I'm glad to se that someone is having fun... Twisted Evil
      
eric
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Re:Goblin Marauders Wed, 27 June 2007 00:06
A couple of points:

- the Band costs one (of your precious two!) Specialist card to deploy; so while powerful indeed (and yes it applies to friendly units, not just gobbos), it IS costly

- the Band, especially if placed in a shared hex, might as well have a big target sign painted on it indeed Very Happy
      
Zeal
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Re:Goblin Marauders Wed, 27 June 2007 00:11
eric wrote on Tue, 26 June 2007 16:06

A couple of points:

- the Band costs one (of your precious two!) Specialist card to deploy; so while powerful indeed (and yes it applies to friendly units, not just gobbos), it IS costly

- the Band, especially if placed in a shared hex, might as well have a big target sign painted on it indeed Very Happy





I say we take off, and nuke the band from orbit. It's the only way to be sure. . .
      
ColtsFan77
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Re:Goblin Marauders Wed, 27 June 2007 00:12
eric wrote on Tue, 26 June 2007 17:06

A couple of points:

- the Band costs one (of your precious two!) Specialist card to deploy; so while powerful indeed (and yes it applies to friendly units, not just gobbos), it IS costly

- the Band, especially if placed in a shared hex, might as well have a big target sign painted on it indeed Very Happy

And any confirmation on what you seemed to allude to earlier: that we will see two Band specialist cards and could indeed field two of them as once.

I think when I get around to painting my units, I will paint a large red and white target on the goblin drums!
      
ColtsFan77
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Re:Goblin Marauders Wed, 27 June 2007 00:13
dbc- wrote on Tue, 26 June 2007 17:00

Well, I'm glad to se that someone is having fun... Twisted Evil

Isn't having fun what it's all about??? Games are for our enjoyment!!!! Very Happy
      
MWAlbion
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Re:Goblin Marauders Wed, 27 June 2007 00:13
4 specialist cards in the pack.

2 for the band and one each for the hyenas and the ostriches !

      
Zeal
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Re:Goblin Marauders Wed, 27 June 2007 00:21
ColtsFan76 wrote on Tue, 26 June 2007 16:12



I think when I get around to painting my units, I will paint a large red and white target on the goblin drums!



This will bring whole new meaning to music critic. Twisted Evil
      
dbc-
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Re:Goblin Marauders Wed, 27 June 2007 02:17
eric wrote on Wed, 27 June 2007 00:06

A couple of points:

- the Band costs one (of your precious two!) Specialist card to deploy; so while powerful indeed (and yes it applies to friendly units, not just gobbos), it IS costly

- the Band, especially if placed in a shared hex, might as well have a big target sign painted on it indeed Very Happy


Yes they cost one Specialist Card, but so does all the other new units! If one card is more powerful than all the others, it will be picked almost every time. I'm not saying it is overpowered, as I have yet to try them out in a couple of games. I just feel it sounds better than the other powers/cards.
And yes, they are sure to attract some attention. But this is not necessarily a bad thing. It is a bit the same as with monsters. Sometimes they drain a lot of activations and/or Lore from the opponent, that could have been better used elsewhere.

But I guess I will have to buy the set, before I can pass my judgement... Cool
      
Gunmetal1986
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Re:Goblin Marauders Wed, 27 June 2007 03:09
Anyone know what the Marauder Hyena and Ostrich riders' abilities are? How fast do they move and do the Hyenas bite? Twisted Evil
      
Wrecker
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Re:Goblin Marauders Wed, 11 July 2007 18:43
barcafer wrote on Mon, 25 June 2007 08:19

Any theories on why there would be a second release of the goblin band?


Easy, to wring more money out of us Rolling Eyes
      
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