[Archive] How do you run your Hobgoblin Infantry? Ravening Hordes Style

Mosk:

With a ravening hordes army, how do you run your hobgoblins. I run mine in units of 30 to 40 with full command and with hand weapons and shields. I mainly run this because I have models with shields…

Is it better to run them without shields?

I guess the ways you can run hobgoblins are in units with:

Nekked with just a hand weapon. 2 point option

Hand weapon and shield 3 point option

Hand weapon and light armor 3 point option

Hand weapon, light armor, and shield 4 point option

With bows 5 point option

With bows and light armor 6 point option

With bows and shield 6 point option

with bows, light armor, and shield 7 point option (ouch)

Whats the best way to run them and why?

My personal opinion is nekked with full command, and in a unit of 40. This way you are likely to get steadfast, and you have less of a chance of running. I use these units as more or less a meat shield, to make sure my dwarves get into combat, but I also use them as flankers.

How do you use your ravening hordes hobgoblins and why? (I say ravening hordes mainly because I use that list and want to know tactics to use for my list, but if others would like to talk about the Indy GT list go ahead, just please specify:) )

Bassman:

I always run two units of 10 archers. I like them, they can threat light units the enemy sends to my warmachines. They can give the additional 1 wound I need to kill big monsters (do not underestimate 20 arrows coming to you :wink: ). Last but not the least, at 50 points each they can act as nice decoy. If the enemy shoot them, it’s ok, if the enemy charge them… even better ;).

Then I like at least one big block of naked hobgoblins. In 7th edition they were 25 but now at least 30. Dunno about command, they are expensive and with steadfast rule you do not really need the banner. It could be a better idea to give them shields, they will last longer.

I started to appreciate sneacky gits. I started to field an unit of 30 of them just for fun… and it’s real fun. With so many poisoned attacks you are pretty sure to kill something. Champions, heroes, level I-II sorcerers beware! :smiley:

Da Crusha:

I always field a unit of 50+ hobgoblins with no equipment and a musician. this unit is just for steadfast. the musician is there for quick reform. my current list has 55 hobgoblins in it.

Loki:

I field them as 2 units of 20 nekked hobgoblins and use them as a meet shield for the war machines, seems to work well for me at any rate

zhatan87:

210 nekked hobgoblins to redirect charges, provide cover to CD, gain a placement during the deployement, etc…

20 pts

In 7th ed, I played light armour and shield hobgoblins, by 25. (100 pts).

Now, I go with 2
10 and 2*40 nekked hobgoblins in all my lists.

in the ways you mention, you can keep :

- nekked hobgoblins : the best way to go I think in 99%.

- light armour and shield : 4 pts. With orcs increased to 7 pts (light armour and shield), they can be played

- shield : 3 pts. Cheap but a bastard profile. In many case, nekked are better, but maybe better than light armour and shield in 8th Ed as many units strike with S5 now. (so light armour and shield doesn’t match)

- with bow : I used to play orcs arrers boys at 6pts in 7th Ed. They outclass hobgobs bowmen. As arrers boys are 7 pts now, we can have the choice between arrers orcs and bowmen hobgoblins. Little units by 10 (as Bassman said) can be played and be useful even if covers have proliferated in this edition…

Mosk:

I also fancy the idea of potentially having a ton of units of 10 hob goblins nekked, running around, mainly to cause the enemy a hassle. You could have a unit of 10 hob goblins on each side of your dwarves, maybe even running a unit with 2 wide ranks, and 5 long to cover the sides. Then also have a few more units that are on your flanks, these could be used to potentially take out warmachines (I am talking abut 2-3 of these little units) and your opponent is going to have to worry about them at some point. Then also have 1-2 larger units of hob goblins nekked with maybe a full command as just steadfast units.

I like hob goblins.

Tarrakk Blackhand:

I basically have 4 types of units of Hobgoblins in my current army - Foot Soliders, Archers, Sneaky Gits and Wolf Boys.

I think you want me to answer how I field the Foot Soilders.

Well, I converted mine from the Battle Of Skull Pass figures and replaced their spears with axes for their hand weapons. They have full command and I have given them light armor. I have two units of 20 from that set. I like to play Wysiwyg, so building them any other way would require new models.

In the last few games, I found that my Hob Goblins foot soilders armed as above have actually been very decent in a fight. I don’t like to have my units break away and fail leadership tests and I have found that with their shields and light armor, they have been able to survive missle fire and even close combat, with the parry save and armor save combined.

My Sneaky Gits, on the other hand, usually get tar and featherd before they even get in close combat because they have no armor. Even when they are fighting, they usually get waxed in great numbers before they get a chance to fight back. (I play against a lot of Elves armies).

Usually, I play my Hob Goblins in a way as to tie up enemy units while my Dwarf War Machines and Sorcerers unleash hell on the enemy’s generals or his other important units.

I have also used my Hob Goblins as support when the enemy manages to move his cavalry in behind my lines and into the back edge of the table in my deployment zone. This usually works if we’re playing the “Meeting Engagement” scenario and i have some warriors in reserve. When the enemy is on the back table egde, I have the reserve HG’s appear and get them in a rear flank or something simular.

Baggronor:

I would take :2 units of 10 and 2 units of 40. All in nothing but their pants, with musicians. Maybe one unit of 10 archers to shoot weapon teams and keep lone wizards in their units.

The units of 10 just run up to enemy uber units and angle themselves inconveniently to buy a turn, while the 40s are tarpits to stay within 12" of the general and BSB. Any bigger then 40 and they start taking up serious space.

Giftzwerg:

I’ve found the naked hobgoblins with musician only invaluable in 8th edition. Forget hordes, strength 3 hits do nothing. Just go five wide for steadfast on the generals leadership of 10 re-rollable with a BSB. They are a fantastic and cheap tarpit.

I’ve also done well with fully kitted up hobgoblins in the past, but steadfast is, in my opinion, more important than the survivability of individual models. Also, I just don’t like to spend big points on units with animosity, expensive unreliable units aren’t to my taste. admittedly, I haven’t seen the new animosity rules yet.

Mosk:

I've found the naked hobgoblins with musician only invaluable in 8th edition. Forget hordes, strength 3 hits do nothing. Just go five wide for steadfast on the generals leadership of 10 re-rollable with a BSB. They are a fantastic and cheap tarpit.

I've also done well with fully kitted up hobgoblins in the past, but steadfast is, in my opinion, more important than the survivability of individual models. Also, I just don't like to spend big points on units with animosity, expensive unreliable units aren't to my taste. admittedly, I haven't seen the new animosity rules yet.

Giftzwerg
I think that the only reason to take the hob goblins in horde formations is because that is a huge unit at least huge wide, and it makes it hard for the enemy get around.

Also animosity isnt to bad anymore. I play savage orcs army, and I have yet to have anything game changing bad happen with animosity, and my ability to role ones is amazing.

Willmark:

Mine are basically speed bumps: 2 units of 10 and one unit of 20. The unit of 20 can surprisingly do well for a few round against the right units. I will give them shield and banners on occasion just for the hell of it.

Smog:

I think cheap troops should be kept cheap. I play skaven normally (only just ordered models for a CD army) and trying to keep skaven slaves alive simply isn’t worht the cost.

For Hobgoblins, you have to buy almost 6 shielded HGs to save one wound (6+ save). Those 6 pts could be used to get 3 more HGs which will lead to them keeping their steadfast longer. It doesn’t matter if they die and lose combat as long as they keep steadfast.

Also, the way victory points work in this edition, big units are better because you need to wipe out units completely to get victory points for them. Having lots of small units is begging your opponent to kill them and win that way. I’ve lost plenty of fights with my skaven because all those expensive weapon teams, gutter runner units and other support units are easy to kill and cost a lot compared to my units of 50 clanrats or slaves.