Wednesday, January 21, 2026

4th Edition: Battle #012 FoN (Herd) vs Goblins in Salt the Earth

Intro and Lists

With the Northwoods GT coming up soon, I have been trying to fit in some extra weekend meetups out at the shop for folks. More games in a brand new edition is great for everyone, and a little more time at the shop might draw in some new players over time too. Despite some very nasty weather, we did get another meetup on the books this weekend, with a pair of US Masters level players driving up from Chicago to throw down. For the first game, I got to play against Shannon Shoemaker and his Goblins:


Shannon showed up with a list, but decided to change things up, dropping a mount for (I believe) Hex and nothing else, as he was winging things and overall, was very confident in the abilities of the Goblins not to sweat 5 lost points. Facing us are a staggering 14 regiments of Rabble, four Bangits to toss grenades, four Sharpstick Throwers, a Flaggit with Wind Blast, a Wiz with Blizzard, and a Wiz I believe with Hex and Bloodboil. With essentially double my drops and unit strength, it's a lot of Goblins to chew through, and a lot of damage coming it at range too.


We are running the Herd still, prepping for Northwoods ourselves, and trying to narrow down our potential Champion choices. While these intros are getting repetitive (we'll be back to switching up armies regularly after Northwoods!), up to test and discuss is still, everything.

  • Chieftain with Torc. The Chieftain is a tax to get the Brutes, but has definitely been pulling his weight overall. I think the item is good if you like your Command Orders, but I don't think I’ve really been leveraging the extra range, so we’ll try to keep an eye on that here.
  • Mounted Druid with BC, Heal, and Amulet. I'm liking the Druid and the mount, but haven't got much use out of Scorched Earth, so we're dropping it for Heal. The spell should place nicely with Def5 Brutes and Def6 Herders, and can top off the Chieftain or champions too, should they take some hits. These are mostly combat spells in competition with each other, so we're trying the Amulet of the Fireheart, and we'll see if we can pull off a double-cast and swing a big fight.
  • Centaur Chief with Banner. With heroes in shorter supply now, I think a variety of characters is probably desirable, and so we're bouncing back to the Centaur Chieftain for another test. I considered something like the Axe or Slayer or Scythe for Rampage... but my guts says those don't actually make him killy enough to add more than another damage in most fights. I do like my orders, so we're keeping the Banner to get an extra die. 
  • Tribal Warriors with Ale. The basic Warrior unit is necessary for core taxes, and to free up points for the champions. They are mostly around to hold tokens and take up space as an expendable unit, but I think the Ale might be strong against shooting, so we'll try it out.
  • Longhorns. I'm very much enjoying their return to 20-attack little blender units. They can struggle against high Defense or high Nerve, but tend to do very well carving up anything with Def4 or below. 
  • Critters. Speed is still an issue, but I need cheap chaff. Layering behind them and using them as screens does not work well. Deploying them either behind and offset, ready to hop up and take up space, or alongside the line and looking to charge in too, seem to be good tactics, so we'll continue to attempt those and explore them more.
  • Guardian Brutes. I am also very much enjoying the new Brutes, who are really excelling at bashing through high defense units. They and the Longhorns work well together, somewhat covering each others weaknesses, but both being very violent units.
  • Tree Herders. The Herders have been fine support pieces, able to give the list a little extra reach with Scout, and some nice survivability with Def6 and Radiance of Life. They've been working well, but there is still plenty to improve on with their use, so we'll keep playing and learning!

Shooting was one of the many weaknesses of the Herd in 3rd Edition. We'll see if and how that has changed, and get to fight some Goblins!

Table and Terrain

We were out at Gamers Realm in New Berlin, WI, and the shop continued to pick away at my wallet, as they introduced a magical $3 bin for miscellaneous used minis, which I kept to a minimum this time, but is definitely going to be a downfall for me in the future.

We followed the new terrain rules. Woods and Buildings were Height 8, and we'd use the footprint for the buildings, as it was a little cleaner, even if the buildings were rather large. We played the Hills at Height 3, the obstacles at Height 1. The Pond is height 0, and the rough patch was Height 1.

A mess of half-hobbied Goblins shows up for roll call. Tokens are circled.

We were incredibly indecisive, and eventually settled on Salt the Earth for the scenario. There is a center, untouchable token, and then we each place three more, anywhere on the field.  I end up moving the building back a smidge, just so we can place the central token. At the end of our turn, we can remove anything but the central token, limiting the scope of what we need to fight over. 

I actually win the roll for sides. I opt to be a kind host and be lazy, as the Goblins are all very numerous and all unpacked on that side already. I do not think this is wise choice, but I am trying to stress test the list here and learn, so hey, that's what we do here.

Deployment is going to be bonkers, and the terrain isn't going to help much. The building is going to split my line, and there isn't much to hide behind on-approach. I don't think I have the space to go with my "own two-thirds of the field" approach, nor do I think I can layer up and risk a bunch of wavers by shooting and getting tripped up. As we are trading drops, I resolve to try and split my line 2:1 favoring the left. I will burn tokens as I go, and the right will likely get shot off, but the hope is that the left can get around the building, and hack through enough Goblins to make a difference in the game.

Stacks and stacks of Goblins, plus some Herd in the crosshairs.

The Goblins greatly out-deployed me, with all the characters, both Wingits, and a handful of Rabble Regiments arriving after I was completely set up. For deployment, the Goblins went with a layered approach. On the left is the Blizzard Wizard, three front-line rabble, the Flaggit, three back-line rabble. The war machines sat mostly in the height 1 terrain, though my opponent did donk up, and did not get the center point of the one on the left in terrain, and it will occasionally have cover penalties as a result. The right had four front-line Rabble blocks, an assortment of heroes, both Wingits, and then four more back-line Rabble blocks.

The Herd right has Critters, a Tree Herder blocking for the the Druid, Longhorns, Tribal Warriors, Brutes, and the Centaur Chieftain. 

The Herd on the left.

The Herd Left wing has Critters, Brutes, a Tree Herder, Longhorns, More Brutes, Critters, and the Chieftain. I forget my scouting moves, but my opponent lets me sneak these in. Unfortunately, I do lose the roll for turn order, and with long-range shooting, the Goblins kick things off for us.

While a seasoned player, as I understand things, Shannon hasn't played too much over the last few years. He's a player, and not much of a collector or hobbiest. The edition changes a lot, and without a deep collection, he wants to figure out a particular list and then build it and be done with it, so we're helping him test out some ideas. We are also playing with a clock, with 65 minutes apiece. We are not enforcing any kind of hard cap here though. Even if he builds it, he wasn't sure if he could run the list well, and within a time limit, so we're just using the clock to help gauge things for him. I think I am ok with clock time, but it will be good to see how I do as well!

Top of Round 1: Goblins

On the right, the shooting begins with some strong volleys. The Wingits have an "Eye in the Sky" roll, which lets them "spot" for Lobber unit, like the Sharpstick Throwers, and grant them elite. There is no range restriction that we saw, so two throwers with Elite, one normal, and one with cover shoot into the Longhorns, landing 10 damage and with a good check too, we'll find Herd units wavering already from the barrages.

Strong shooting to start!

On the right, Rabble run ahead as much as they can, getting around the woods when they can, and into it when they can't. The Wingits pull in behind the lead unit, and the hero-stack inches up too, maintaining a position behind the front line.

Blizzard still connects, but the damage is minimal on the left.

On the left, the Blizzard Wizard casts into the Critters, landing 1 damage, but they hold. The six units of Rabble inch up tentatively here.

Bottom of Round 1: Herd

On the left, the Herd needs to push. The injured Critters stay back, and get a command Heal from the Chieftain, and will delete the token back here. The Critters on the wing run up as far as they can. The Tree Herder runs his full 12", wanting to get into the second line next turn while the bulk of the Herd out her crashes into the front-line. The Brutes, Longhorns, and other Brutes run up as far as they can, supported by the Chieftain, and are threatening that front line of Goblins next turn. There is a token on the hill, which is removed by me.

The left wing of the Herd sprints ahead.

In the center, the Herder and Critters move up to draw fire. I keep the Herder out of charge range because I want to try and past the line and fight on my own terms, not fight the first thing I see.

The wavering Longhorns remove a token.

The vague hope on the right was to run the Tribal Warriors up and to the left, with the Longhorns over and behind them angling right, and using the Warriors for cover from the Throwers, but the shooting last turn tosses those plans. The wavering Longhorns sidestep to remove a token here, and the Druid tries a Command Heal with 3 dice, and a spell Heal with 4, but only gets 1 success in total, getting them down to 9 damage. They are still in sight, and likely doomed with another round like that.

The  Brutes inch up, not wanting to get charged, and the Tribal Warriors peel off towards the left. The Centaur Chief might be able to catch a Wingit if it tries to hop the lines, so he pulls in behind the Brutes.

Top of Round 2: Goblins

On the left, the Flaggit can see the very tall Herder, and Wind Blasts for 3 inches, pushing him out of range of the back field.

Rabble tentatively move out to fight and delay.

The Blizzard Wizard casts into the Longhorns, but lands no damage. The Rabble start to move out and will remove the token out by their hill.

The Longhorns break. But the rest of the shooting is weathered.

The Wingits grant another pair of Lobbers Elite, and those two land 9 damage onto the wavering Longhorns, which is enough to devastate them. 

The other Throwers toss into the central Critters (2), the Herder takes 1, I think from a Thrower and a Bangit, the Tribesmen take 1 from a Bangit, and the Brutes take a merciful 1 from the Wingits.

Bottom of Round 2: Herd

On the right, I'm floundering a bit, but see a way for the Tribal Warriors to contribute, with a neat, clean flank charge into the leading unit of Rabble. I take that, hoping to crisscross with the Brutes into another unit, but cannot get around the Warriors, and can't get in to help that fight. 

A flank charge from the Tribal Warriors!

I decide to shuffle the Brutes  a little bit towards the center, with the Centaur Chieftain hopping through the unit to keep him safe from the Wingits. I don't really know their stats, but don't want him charged. I didn't want the Brutes to get gummed up by my own Tribesmen, but this is a mistake, as it opens the Brutes up to a lot of shots next turn. Tucking them more towards the table edge would have been the better call, and I just was not thinking ahead here. 

The Warriors prevail, and the Herd right braces for another volley.

The flank charge underperforms a bit, landing just 6 damage, but there isn't much Inspiring in this list, and we luck out and do break the Rabble, and pivot here.

The Tree Herder can only get into the unit ahead of him, it doesn't have the inches to hit the unit represented by the monster, and is way to far to get into any of the war machines. Feeling like the right is largely lost already, he and the Critters charge some Rabble in the center, hoping to assist the Herd left in an expeditious breakthrough. The Critters land 2, and the Herder lands just 2 though, and the Rabble stick around. I am also so-so on this move. Charging with the Critters is ok I guess, but I think it would have been better to move the towering Herder up in front of the Throwers, even if I am not fighting them. Pulling Rabble in front of them to complicate line of sight for the war machines seems like a good idea. Expected damage from the Herder is just 5, so I'm not likely to break this unit anyways. Radiance of Life healed the Herder for 1, and a command order from the fleeing Druid gets him to 0 damage.

A few breakthroughs on the left, but there are plenty more Goblins ahead.

On the left, the Herd pushes as hard as we can. The more central Brutes hit a unit, land 8 damage, and break it with Brutal, and overrun. The Longhorns hit another unit, land 14 damage, break it, and overrun as well, and the Herder and Brutes don't have charges, but move up as far as they can. 

Both unengaged units of Critters flit about, getting as close as they can. I want to try to get the left unit past fights and into the war machines if I can, and not having a plan for the other unit, is hides, and aims to control the center for now.

Top of Round 3: Goblins

The Goblins are well, Goblins, but have some tricks up their sleeves. While the army lacks Inspiring, the bevy of characters are all Champions, and can issue orders, one of those being "Unleash the Mawpups", which grants the unit a flat 6 attacks that hit on 4's with CS1, meaning that even Rabble should be doing a few damage each combat.

Rabble, with ample Mawpups, smash into the Brutes with surprising force.

On the left, two units of Rabble charge the Longhorns, and both get Mawpups. The Rabble deal 3 total, with the Mawpups contributing another 4, but they hold.

The Sharpstick Throwers shoot into the looming Brutes over here. Two get elite and land 5 damage, one has clear shots and deals 1 more, and the fourth, with cover, contributes nothing, and Rallied and Inspired, the Brutes hold.

The central unit fighting Critters and the Herder get Mawpups too, and will opt to fight the Critters, will land 6 in total, and then pick them up. The Herder is still engaged with the unit though, and the Rabble cannot reform.

Fighting on the right.

Bangits from the right move into the center, but moved at the double and cannot toss this turn, and Rabble blocks move to protect them. On the right, I was imprecise, and some Rabble are just in range to get into the Centaur Chieftain. Well... nuts. They started in terrain and their charge is Hindered, but they do get a Mawpup and it lands 1 damage into the Centaur Chief.

Two unit of rabble charge the Tribal Warriors, each getting Mawpups. One is hindered, but 9 damage lands, and the Goblins get just what they need on the Nerve check to rout them. One unit overruns, and rolls well enough to just about hit my Brutes.

And another waver out on the right.

Wingits get into the woods and will shoot into the unengaged Brutes, joined by two Bangits and a Bloodboil at the end to take them up to 10 damage. And an 8 will waver them. Nuts. They won't be helping next turn.

I have never been good enough at the game to really branch out into wacky magic-heavy or shooting-heavy lists, but we learned this game that with the new edition, Inspiring also lets you reroll wavering results. This doesn't save the Brutes here though.

Bottom of Round 3: Herd

Yeah, the right is pretty well lost now. Both the Longhorns and Brutes got shot up and wavered without really amounting to anything, which is unfortunate. I did not have high hopes for the right, but it would have been nice to have fought a few more things. Still, the Goblins have committed a lot over here, and only one token to fight over, so we'll see what we can do.

The Herd tries to hold on out on the right.

The Centaur Chief lands 2 damage into the Rabble in front of him, but doesn't move them, and his order to wavering Brutes falls flat, again getting just 1 success, even with the Banner. Still, the Brutes could be charged, and might hold in a Melee, so we'll see, we'll see...

In the Background, the Herd starts to push through the center.

In the middle, the Herder is in the flank of the Goblins, and reforms. The Brutes cannot fit in between the Rabble front-line to get to the last reserve unit like I'd like, and are forced into a flank charge, to aid the Tree Herder, for a lot of overkill... and the Rabble are devastated and routed, with the Herder spinning to face the war machines, and the Brutes trying to overrun. The Brutes get a Command Heal 0 from the Druid, and 1 from her Heal Spell, going from 6 down to 5 damage.

I'd like to get the Chieftain into the backline, but trip myself up with the order of operations. He can't scooch past Brutes and Rabble, back to charge the back-line regiment either now, and because I'm doing this late in the phase, he can't run through the Brutes to threaten the war machines and then let the Brutes charge. I could have played this way better.

Charges and fights for the Herd.

The engaged Longhorns get a command Heal from the Chieftain, getting 1, and going from 7 down to 6. I've tossed every order at the heal command so far with not a lot of success. The hold, throwing their attacks into the unit in front of them, and will shred the unit and eventually overrun, as the Brutes charge the other unit of Rabble cleanly, will best them, and overrun for two inches as well. 

The Herder on the left is tripped up. The duo-charge of the Rabble left a unit juuuust barely in his way. He pivots, moves, and pivots to see around, but I probably should have gone further. I think I was trying to avoid a flank from the Rabble unit in reserve, but it's rabble, and I can take a flank from them, as the Command Order doesn't care about flanks, rears, or anything like that, but I didn't have the order in front of me, and was just too cautious here. 

The Critters on the far left hop up as far as they can, and the Critters in the center just hold for now.

Breakthroughs on the left and in the center, with three tokens remaining.

Checking in with the scenario, I guess things are going ok? I've removed three tokens, trying to narrow down what I need to fight towards, and the Goblins have removed one. We're fighting over the center one by the building, one by the war machines, and one out on the right. I've been trying to burn the one on the right, but he's kept it just barely controlled all game.

Top of Round 4: Goblins

On the left, the Wiz retreats a bit, backing up and out of arc of the Tree Herder. I think Blizzard is attempted, but doesn't stick, and I don't recall where the target was. Possibly the Herder, to slow him down? In any case, the spell doesn't do anything this turn.

Rabble start dishing it out.

The reserve unit of Rabble goes into the injured Longhorns, and gets a Mawpup, and they'll land 5 damage, taking the Longhorns to 11, but they just so happen to be Inspired and Insane and stick around.

The beastly regiment of Rabble is millimeters in arc to and inches of the Chieftain, and it hits him, in the flank. It gets a Mawpup, and deals a total of 4 to him, and unfortunately locks him up. 

Incredibly hot shooting, and Rabble picking great fights. 

Wingits from the right head towards the center, lobbing into the Druid, landing 5 damage, and getting a hot waver against her, again needing to roll twice to do so.

With the Herder looming large, the war machines light him up, with the Wingits granting two of them Elite, and with the help of a few Bangits, and some very spikey dice, the Herder takes a ridiculous 18 damage. If memory serves, Bloodboil is not in range even. However, all this does not exceed the Herders Nerve, and he's Fearless, so he'll stick around, much to everyone's surprise after all the damage suddenly accrued. 

Fighting on the right.

On the right, it looks like I maybe should have backed up with the Brutes, as two units of Rabble are able to get in against them. One of the Mawpup orders fails, but the other goes off, and with some more hot dice, the Brutes go from 9 to 16 damage, and are toast, with both units then turning to face the Centaur Chieftain.

Overwhelming victories on the right for the masses of Goblins.

The need not have bothered. This unit gets a Mawpups order as well, lands 3 damage to take him to 4, and then even more spikey dice this turn rout him. 

The Goblins start to stymie the Herd in the center too.

The right wing of the Herd has fallen, and unfortunately not really taken anything with it.

Bottom of Round 4: Herd

Things are slipping away, but the plan is still the same, and I need to keep fighting. On the left, the Critters actually have a charge into the Wiz, and I take it. It's actually in the flank, and we land 7 damage and actually, will pick him up. 

The Longhorns took a beating, but held, giving some back now.

The Insane Longhorns will fight against the Rabble, and will pick them up, all while the Herder and Brutes swing around, looking to fight their way towards the middle. 

Critters from the center flank the Rabble, trying to help the Chieftain out. A bit over eight damage is expected between the two of them, but only 6 lands, and the Rabble will hold.

The Herd need to be quicker. More Goblins are coming.

The Chieftain lands 1 from his order to help the Tree Herder, with also does a Radiance of Life. The dice get goofy this turn, as I forgot to add the Bangit damage, and he'll go from 18 down to 16, as he beats one of the war machines. It looks like the Brutes should be in range for Radiance of Life, but I seem to have overlooked this, and the Druid's commanded heal lands no successes for them, and she is wavering, and can't try the spell.

Top of Round 5: Goblins

The Goblins start migrating towards the other tokens, moving as quickly as they can to reinforce their war machines and claim the middle.

The Goblins transition to scenario play.

Wingits make it to the center, and lob into the Longhorns, rolling well, and landing 8 to devastate them, and will break them when it comes time to test. 

Sharpstick Throwers and Bangits toss into the Herder and central Brutes, and a Bloodboil into the Brutes will devastate and route them both as well.

Several hundred points of Herd units vanish in a haze of projectiles and explosions.

It's some big pick-ups for the Goblins, and the Herd is basically out of units and out of steam here, and I don't know how much more I can do.

Two noteworthy things happen here in Round 5 though. First, my opponent starts his turn with about two minutes on his clock, and so quickly clocks out this round as he's moving things around. Second, he realizes that he's been misreading his list, and taking three shots with each Sharpstick Thrower instead of two... Bangits have 3 attacks, but the Throwers only have two, and he missed that distinction until just now. It's a bit unfortunate for me, but I didn't catch it either as I was taking notes and not counting his dice.

Bottom of Round 5: Herd

I am not a big tournament goer, but my understanding is that in most competitive setting, if you clock out, you're units just hold. And in that scenario, I think we could have pulled this off, even now, as I have 25 minutes left on my clock. The Goblins hold all three tokens currently. I can't reach the one on the right, but it's only 3 US by the war machines, and 4 US in the center. With two turns of uninterrupted violence, the Herder should be able to take the war machines out and win there all on his own, and we should be able to beat the Rabble, reform, and then take out the Wingits next turn. But (for better or for worse!) this is a friendly game. We continue on, and things are not looking good for the Herd.

The Critters on the far left don't move, I think I intuitively know this game is a lost cause. They should be able to reach one of the tokens to help by Round 6, but they stay put, as I think I forget about them, nestled back near all the extra bases and game aids.

The Herd trip over themselves a bit.

The angles against the war machines are tough for me, and with just one pivot, the Herder can't get into any of the further ones. I apparently pivoted him too much last turn, and he should be pointed a little behind the battery in the front, instead of right at it. He'll charge the front one, and pick it up, and hold, as neither of the regiments have both the arc or inches to get into me.

Unable to get in to help the Herder's push, the Brutes come to the aid of the Chieftain and the Critters, and we'll easily pop this unit. The Critters reform, and the Chieftain and Brutes hold.

The Druid is no longer wavering, and hops away, healing the Chieftain with spells down to 2 damage.

Top of Round 6: Goblins

I haven't gotten to play against Goblins much, but I'm impressed. They are able to solidify their holdings by just a silly amount.

In the back, a war machine pivots and moves to block up the Herder. A Regiment of Rabble comes around the woods, and two Champions are able to get in range too. The Goblins jump from 2US to 6US out here.

All those scoring Champions are adding up. 

They didn't have the inches to charge, but I forget about blocking moves, and Rabble run up to try and prevent the remaining Brutes from contributing in the final turn. Only Sharpstick thrower can shoot, but it does, joined in by four Bangits and basically every attack hits, and blasts to the max. A Blood Boil at the end takes them up to 17 damage, which doesn't exceed their Nerve, so they stick around, but are wavering.

A believe Wingits along go into the Critters, which also have super-hot dice, is that barrage is enough to devastate them and break them. The Wingits are monsters, and so are US2, and with a Champion and regiment of Rabble coming in here, the Goblins suddenly have 7 US over here as well.

Bottom of Round 6: Herd

The Goblins are well over 20+ minutes over time. I am out of options, but have 17 minutes or so on my clock still, and spend a few appreciating my predicament!  

A final, desperate move from the Herd.

It's not a winning move, but I think the only play is throwing everything at the top. The Herder charges and removes a war machine, bringing the Goblins US down to 5. The Chieftain doesn't have a charge out here, but is a Warlord, and with the Druid coming too, the Herd match the Goblins here, narrowing the loss.

A 2-0 victory to the Goblins!

Game Conclusions

This game was still a lot of fun, but man, "What if?" Shannon has been a Masters-level player, and a frequent tournament attendee, but hasn't played KoW much the last few years, and to my knowledge, has only the two games today, and our club's two 1,000 point games from earlier in the month so far for 4th Edition experience. The Sharpstick Throwers being 50% more effective was just a goof and not malicious... but man. There were plenty of little errors from me, pointed out in the report as I saw them, but this being the first time experiencing an army like this, I am happy with my play and performance here.

Testing Conclusions

  • Chieftain with Torc. Getting accidentally charged, he fell a bit short of what I needed him to do, but as noted, that was my error. He still held on to the end, and with smarter play, I could have gotten more out of him. That’s on me.
  • Mounted Druid with BC, Heal, and Amulet. The Dice! We struggled to get any successes with the Command Order or the Heal spell. Against withering firepower, the heals couldn’t keep pace. Veil of Shadows would help, but I think most shooting is going to be niche, and I think BC/Heal is a better kit than Scorched Earth would have been here.
  • Centaur Chief with Banner. Looking for a Wingit fight wasn't a bad idea, but I think even ideally here, the Centaur Chief was not going to remove the flier if he managed to catch it. I like the idea of the chief, but champion slots are precious, and he's not a good enough fighter. I think we're going back to double Druids, and just looking for supporting champions.
  • Tribal Warriors with Ale. In retrospect, having them fighting in the woods while the Brutes pressed on and fighting as much as possible might have been the better call. I was really hoping to test out Headstrong against shooting, but instead they just died in combat. So it goes.
  • Longhorns. Piercing shooting really did a number on them, and their Def4 showed, but these are discounted blenders, and that’s to be expected. They still did fine all things considered.
  • Critters. Shooting tripped me up before, but going wide this time worked well against the Goblins, as the Critters were out of the way, and able to charge in and (try to) help. Going wider and trying to blitz the shooting seems like a good tactic for the Herd in particular.
  • Guardian Brutes. I think getting them into combat right away would have been the better call on the right, as when they were able to charge, were able to eat unit after unit. All things considered, these did fine too, but there is plenty of room for improvement in my play and decisions.
  • Tree Herders. Angles proved to be a bit of an issue here, and I struggled to get them where I wanted them to be, when I wanted them to be there. I think like my 3E fliers, as long as I am threatening things I am ok with not charging, and just using them to pressure over time, if they can’t instigate. Lots to learn from in this game, but these are still good picks for the list.

I have played Goblins only once before (a year ago, at the first Northwoods GT, actually) but that was a very different and rather friendly list. I considered buying their Champions Box for the guy and trying a Bangit-style for demo games, but had talked myself out of it. That would be a ton of Goblins to paint, and we have plenty of other armies to play and explore! It was definitely fun to see this style of list in action though, and a huge thank you to Shannon for braving the weather and getting this game in!

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