Age of Fantasy – Goblin Army

08/22/2022

Background Story
Goblins are the smaller and meaner version of greenskins, and are known for being cruel, sneaky, and cowardly. To be able to compete with larger foes they trick and deceive, or seek help from shamans and wild creatures.


Overall they are weak and unskilled, so they have to use all tricks they have up their sleeves to be able to compete with stronger foes. Luckily most Goblins are easily and cheaply recruited, so their armies usually bring hordes of these little devils to the battlefield.

There are two major Goblin tribes, those that come from the dark forest and those that come from underground caves, each of them having adapted their fighting style to their surroundings. No matter where they come from however they are now a plague for all Tyrian people. Goblins destroy anything in their way just for the fun of it, so run if your village is on their war path.

Name [size] Qua Def EquipmentSpecial RulesUpgradesCost
Boss [1]4+4+Great Weapon (A3, AP(2))Hero, Tough(3)Great Weapon45pts
Shaman [1]5+6+Hand Weapon (A1)Hero, Tough(3), Wizard(1)40pts
Archers [3]5+6+Short bows (18”, A1), Hand Weapons (A1)25pts
Archers [3]5+6+Short bows (18”, A1), Hand Weapons (A1)25pts
Goblins [3]5+6+Hand Weapons (A2)2x hand weapons25pts
Goblins [3]5+6+Hand Weapons (A2)2x hand weapons25pts
River Troll [1]4+5+Hand Weapon (A3, AP(1)) or Toxic Vomit (6”, A3, Poison)Regeneration, Strider, Tough(3)Toxic Vomit65pts

Special Rules

AP(X): Enemy units taking hits from weapons with this special rule get -X to Defense rolls.

Deadly(X): Whenever a model takes wounds from a weapon with this special rule multiply the number of wounds suffered by X. Note that wounds suffered by that model don’t carry over to other models if it dies.

Hero: Friendly units within 12” of a model with this special rule may use its quality for morale tests instead of their own, as long as it is not Stunned.

Poison: Whenever you roll an unmodified to hit result of 6 whilst firing this weapon that hit is multiplied by 3.

Regeneration: Whenever this model takes wounds, roll one die for each. On a 5+ the wound is ignored.

Strider: Units with this special rule treat Difficult Terrain as Open Terrain when moving (may move more than 6”). When dropping, leaping or jumping they only need to roll 2+ to succeed the action.

Tough(X): Models with this special only roll to check wound effects once they have taken at least X wound and are only Knocked Out on rolls of 5+X or more. When Stunned and charged or hit by shooting, they take one wound instead of being Knocked Out, unless they already have X or more wounds.

Wizard(X): Models with this special rule may cast one spell at any point during their activation before attacking. To cast a spell select one from the wizard’s army list, pick a target in line of sight, and roll D6+X. If the result is equal to or higher than the number in brackets, then you may resolve the spell’s effects. Spells may target a single unit or split their hits/wounds or bonus/penalties evenly among all friendly/enemy units within 6” of a single model (target picks how). Enemy wizards within 18” and line of sight may also roll D6+X at the same time, and if the result is higher than that of the casting wizard, then the spell’s effects are blocked instead. Note that each wizard may only either try to cast a spell or try to block a spell each round.

Here is the 250point goblin army. There are 15 figures in the army. All of the miniatures in the army come from the Massive Darkness board game. The troll I believe is from the Bones 5 Kickstarter. This is the largest army I have to date. It is also the army with the most ranged attacks.

Here are the Boss and the Shaman.

Wizard Spells
Spider’s Might (4+): Target a friendly unit within 12” gets the Poison rule in melee next time it fights. Glare (4+): Target an enemy unit within 12” takes 1 hit with AP(2) and Deadly(3).
Nuisance (5+): Target a friendly unit within 12” gets Regeneration next time it takes wounds.
Death Shroud (5+): Target an enemy unit within 12” takes 3 automatic hits with AP(2).
Sneaky (6+): Target a friendly unit within 12” may immediately move by up to 6”.
Curse (6+): Target an enemy unit within 6” takes 1 automatic hit per model.

There are two squads of goblins. They aren’t very tough but they can move to hold an objective while covered by the archers.

Here are the two squads of archers. These figures can cover 1/2 of the board to support the regular goblins as they try to capture and hold objective markers.

Here is the river troll. He is the best piece on the team. He has 3 attacks or a poisoned ranged attack. He has regeneration and can take multiple hits. He should move to engage a squad or the enemy leader.

Keep on gaming!

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