Warhammer Army Project/Hobgoblin
- 1 Hobgoblin: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Hobgoblin
- 3 Special rules
- 4 Magic
- 5 Equipment
- 6 Units Analysis
- 7 Tactica
- 8 External Links
Hobgoblin: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Hobgoblin
- You want Mongolian Goblins
- You don't want Chaos Dwarfs as slavers
- You hate being scared of Elves
- They're still as squishy as gobbos
- Animosity's still as much of a bitch as ever.
Ded Shooty: These models can't take penalties for moving and shooting. They can also shoot before fleeing a charge.
Cowardly Despoilers: Gain +1 to combat resolution when a unit charges an enemy unit's flank or rear, but take -1 to combat resolution when charged.
Treacherous Gits: Animosity under a new label. Roll a d6, on a 1 you get a FUN* result: 1 - self-inflict d6 S3 hits, 2-5 - unit does nothing, 6 - Move d6" and then charge the nearest enemy.
The Lore of Spirits
- Attribute: Spirit Wisdom: Any time you cast with doubles, the caster learns another spell from this lore for the rest of the Magic Phase.
- Signature: Spirit Staff: One unit gets +1S, KB, and Magical Attacks, which is a pretty mean combo. Augmenting shares this to all units within 12".
- Message of Doom: One enemy unit now counts all your units as causing fear and take -1 Ld. Augmenting expands the range, and for the low casting value, you don't have much reason not to.
- Spirit's Voice: One unit re-rolls all hit rolls and Ld tests. Augmenting spreads it to all units within 12".
- Fire of Vengeance: Deals 2d6 flaming S4 hits, with augmenting extending the range.
- Power of the Wind: Magical vortex that moves 3d6" every turn, thankfully with no scatter. Anyone under it must test S or take an armour-ignoring S4 hit. Augmenting makes the vortex bigger.
- Spirit Shield: Gives an ally a 5++ ward and re-rolls on all armour saves. Augmenting shares this with allies within 12".
- Blades of Begstethulu: Enemies within 12" of the caster take d6 WS4 S4 attacks per full rank in the unit. Augmenting expands the range.
- Warpstone Scimitar: A poisoned weapon that makes enemies in combat with it test T or eat an unsaveable wound. However, each turn makes you roll for a 1/6 chance of eating an unsaveable wound yourself.
- The Black Bow: A sniper bow that forces targets to re-roll armour saves.
- Lightning Spear: Each successful wound on the charge also hits the model behind the target at S-1, continuing so on and so forth until failure.
- Armour of the Wind Fortress: Medium armour that teleports an unengaged model 6" each turn. It's pretty fabulous for a means to reach something without needing to enter combat.
- Fendrizz' Orb of Theft: Steals an enemy's power die and puts it into your dispel pool.
- Wyrdstone Crown: 4++ Ward that deals -1Ld every time that save rolls a 1.
- Evershifting Map: Makes the bearer and their unit scouts.
- Bag O' Sneaky Tricks:A randomized bag of random crap as determined at the game start.
- Jack shit. Sorry, try again.
- Protective Amulet with 6++ Ward.
- Red Gem that grants flaming attacks and immunity to fire. Pretty nifty unless you spent on the Dragon Helm.
- Obsidian Bracelet with Magic Resist 2.
- Trollbone Torc. It gives a 4+ regen, which is great.
- A daemon's skull. Gives +1T, magical attacks, and a 5++ ward.
- Hidden Sheath: Gives a full set of attacks during the first round of combat.
- Banner of the Great Wolf: Gives all mounts +1S and Devastating Charge, which is ideal for a mass cavalry army.
Lords & Heroes
- Hobgobla Khan: Notorious leader of the steppes and leader of the Hobgoblins. On top of the basic Khan stuff, he becomes the mandatory general and makes Keshig core while being open to mounts. His bow gives 3 shots, each dealing d3 magical S5 hits, and his mask gives a 5++ ward and 18" inspiring presence.
- Ghazak Khan: Wolf-riding Hobgoblin mercenary. He has fear and forces units he charged to accept his attacks. His weapon is a nightmarish thing with d3 wounds and piercing 3 while his helmet gives him a 4++ ward and magic resist 1 after he is wounded while giving double strength against the fool who wounded him.
- Oglah Khan: Another khan on wolf-back. He forces his unit to pursue enemies and adds +d6" to their pursuit rolls. He's also 20 points more than an equally-equipped chieftain.
- Khan: The first thing you'll realize that these gits are goblin bosses +1. With WS6 BS5 and S4 T4, they're capable of bringing a fight, and they have the Black Orc ability to silence animosity checks in his unit. While the rest of the army can't be this 'ard, this guy's a necessity in any army.Thankfully, his loadout's versatile enough to welcome any army choice.
- Shaman Elder: These wizards are far more versatile in their magic than the O&G shamans. Aside from their native lore of Spirits, these guys can also take Fire, Heavens, Beasts, and Shadow Lores. However, these shamans are only good for casting, as no unit takes their Ld score and they can never be the general and cost 145 points. He can be put on a wolf for mobility's sake.
- Shaman: The cheaper caster, which would make them less of a hassle to bring along.
- Chieftain: Since he's your only BSB, you'll need to haul him along. Thankfully, he's about as diverse in loadout as the Khan.
- Giant Wolf: These wolves are the same as the O&G wolves. They can be equipped with barding for extra protection.
- Dire Wolf: Khans only. They're just bigger and badder wolves.
- Hobgoblin Warrior: The average rank and file are about as well equipped as average goblins with light armour+shields. They also come with the ability to inflict d6 S3 hits if a 10+ strength model manages to hold off on pursuing a unit they break.
- Hobgoblin Archers: For 1.5 ppm more, you can give your warriors bows instead of weapons and armour...somehow. They have the same rules as before, which is troubling because they can now get decked easily.
- Hobhound: A mixed unit with a pack of skirmishing doggos that are almost identical to wolves. In case you thought it was insane that such a fast unit would be held back by a goblin, you have the ability to let the hounds loose during a movement phase and let them run free and grant frenzy.
- Kharash: Your expendable waves of chaff with which you throw at the enemy. They don't count towards minimum core cost.
- Wolf Raiders: Hobgoblins on wolves. These guys are more keen on archery than the foot hobbos, and this is on top of being fast cavalry.
- Ravagers: Your melee cavalry with frenzy. For whatever reason, these guys stick to hobhounds for mounts, which robs them of a few inches of movement.
- Tarkans: Hobgoblins on giant wolves who become your dedicated hunters. Not only do these fuckers have fast cavalry and can be ambushers, but they also have flaming attacks and the ability to burn down both setpieces and war machines. Anyone within a forest or building on fire takes d6 S4 fire hits while war machines and chariots get torches pelted at them, each hit dealing d3 S4 hits.
- Mangudai: Elite hobgoblins on giant wolves, archer edition. These goblins have ded shooty and can fire two shots each turn. For an extra 2ppm, these arrows can also be poisoned.
- Keshig: Heavily armored vanguard cavalry, still as capable of being archers. While they have lances to prioritize charging, they can also dual wield while mounted (a rarity) and can buy poison and barding.
- Sneaky Gits: Hobgoblins with poisoned attacks and the option for skirmishing. What makes them interesting is their ability to add an extra rank for fighting each round they are engaged in close combat, giving them the power to become an unstoppable tide of green.
- War Wagon: A chariot mounted bolt thrower. This one's S5 and lacks piercing, making them a bit less deadly in exchange for their mobility.Thankfully, you have 2-3 wolves to protect it as well as the archer crew.
- Spear Chukka: A hobgoblin bolt thrower.
- Deathclaw: Deranged not-quite-yetis that aren't quite trolls or Yhetees either. They have a 5+ regen as well as piercing 1 and frenzy to help chop into infantry.
- Dread Maw: Hobgoblins managed to enslave those giant worms from Tremors. These monstrosities are able to effectively fly (without swiftstride) but have 2d6" movement. It gets ASF on the charge while robbing rank bonus on the unit it charges and on top of its 1d6+1 impact hits it also deals two extra d6 wound attacks with KB. It comes with a couple of options for upgrading, like poison to anyone who hits it wounds it or piercing 1.
- Giant: Because you are greenskins, you get a giant, same as the rest.
- Rhinox Battle Fortress: You have a clan of hobbos ride on top of these beasts with their d3 impact hits and frenzy while they shoot at targets from atop their towers.
- Rokkit Launcha: A stone thrower that deals d3 S6 wounds, but these wounds happen to everyone in the blast template. They also have an equivalent of the black powder misfire chart.
- Scorpion Rider: Now this is some weird shit. Hobgoblins riding scorpions with KB and poison.
- Thunderbird: The lightning equivalent of the Phoenix. They're immune to lightning and missiles aimed at them take -1 to hit while dealing an instant S3 hit on any model in b2b which you can up to d3 hits by attacking.
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