Piccolo:
I wanted to incorporate hobgoblins in my abyssal dwarf army, but there are no rules for them. So I guess if I want to use them I should be using rules for some other units (allies maybe?). So my question is what units in kings of war would best fit the role of hobgoblins as far as stats/rules are concerned?
I have hobgoblin archers, axe and shield, sneaky gits and wolf riders.
Dînadan:
The goblin army list is probably the best bet. Or maybe Orcs at a push.
Piccolo:
The goblin army list is probably the best bet. Or maybe Orcs at a push.
Dînadan
I thought about goblins, but I have a problem with their unit sizes. I only have 10 hobgoblin archers and the minimum goblin unit is 20. As for orcs they just seem too strong.
I might go for humans. If I take a Shield Wall regiment (hobgoblins with axe and shield) it will allow me to take a troop of Bowmen (hobgoblins with bows).
Humans would probably also be the closest equivalent to a hobgoblin in terms of stats.
Carcearion:
I am actually planning to use Dark Elf (Twilight Kin) allies rules for my hobgoblin units, the reasonable stat line, cost, and vicious all felt correct to me.
Piccolo:
I am actually planning to use Dark Elf (Twilight Kin) allies rules for my hobgoblin units, the reasonable stat line, cost, and vicious all felt correct to me.
Carcearion
I guess Buccaneer rules could be used for Sneaky Gits and pathfinders for hobgoblin archers. I'm not sold on the speed 6 though. I always thought of greenskins as having the same speed as humans:P
Carcearion:
Hmm… Yah the increased speed maybe does seem a bit much, you might be right that kingdoms of men is the best way to go.
I think part of my gravitation to twilight kin was the term “hob”-goblin, which effectively translates to Elf-Goblin.
But you might be right, other then running away I don’t think the Hobgoblins of the old world are known for their speed.