13 Dec 2009
by Evil & Chaos
Overwhelming their enemies through weight in numbers, occasional tactics and sheer dumb luck, the Gnoblar Horde is the hordiest of them all! The Gnoblar Horde rules can be found in White Dwarf (UK issue 310, US issue 303 and AUS issue 304).
The Good
- This army will have more models than almost any other horde army you care to think of, it looks superb on the battlefield.
- Your special abilities are fun and characterful, if not very good at actually killing the enemy.
- You get to have an army composed entirely of possibly the worst basic troop choice in the Warhammer world!
- You get 1-6 re-rolls to use throughout the game on any D6. This can really help swing things your way at a critical moment. Don't rely on it though, you might end up with just one re-roll!
- Gnoblars cannot cause panic in other Gnoblars!
The Bad
- You'll have to paint up literally hundreds of models!
- You'll be relying more on static combat resolution than killing power to get the job done.
- Your magical defence is close to nothing, you'll just have your two dispel dice (and two power dice to dispel remains in play magic).
- You get no Wizards.
- Your Heroes and Lords are all pretty rubbish at killing.
- Your Lord is Ld7, and your Heroes are Ld6.
Lords and Heroes
Gnoblar Head Honcho
Finally, Warhammer has what it always needed, a Lord choice with Strength 3!
This guy's most valuable asset is his Ld7, the highest in the entire army, with which he can hopefully hold your army together.
He can also ride an immature Rhinox, which doesn't count as a large target, so you can hide him behind your main army whilst he lords it over all he surveys on his angry little beastie, before charging in and doing some damage.
Gnoblar Honcho
A 20 point Hero choice!
These guys are great, but not for their stats (their Ld is only 6, and with 3 S3 attacks they're more expensive yet worse at fighting than a standard Lizardman Saurus Champion). No, their real ability comes from the fact that they can take 50 points of magic items, and you can take double the normal amount of Hero-level characters!
Thus, their magic (mostly defence orientated) abilities will more than make up for their lack of prowess in combat...unless you roll a 1 (more on that later).
Core
Gnoblar Fighters
Basic 2pt fighters - use them as cheap fodder to lure the enemy towards your 'real' combat units. Their entire purpose on the battlefield is as fodder, and to flee charges to draw out the enemy into charge range of your other units.
Flingers
Slings are one of the best cheap ranged weapons in the game, one shot at 18 inches, two at 9 inches! For 3pts each, these guys are a bargain, and well worth using as a harassing unit.
Manbiters
These guys, taking after their Maneater idols, band together into groups and travel the world in short lived (and most often ill-fated) adventures across the Warhammer world.
Armed with Flails, and with +1 strength over their standard Gnoblar brothers, they have S5 in the first turn of combat! Plus, they have Ld6 basic, which is actually rather good in this army!
Pigback Riders
A Gnoblar unit armed with spears with all the rules of Infantry (fight in two ranks when stationary) AND cavalry (+1 Strength on the charge, US2 each, 6+ armour save for being 'mounted'). This unit is particularly hilarious, and with a surprising ability to deliver a LOT of attacks when stationary due to each model having 2 attacks.
Gnoblar Trappers
Just like their counterparts in the main Ogre Kingdoms list, these little guys are skirmishing, scouting, sharp-stuff throwing SOBlars! Use them as early-game march-blockers and try to jump on characters or war machines if you can.
Special
Lucky Gits
The single best unit choice in the army!
Stat-wise these guys are ordinary Gnoblars, but their great ability comes in the fact that due to their 'luckiness' they can re-roll ANY dice they want. That's rolls to hit, rolls to wound, rolls for armour saves, rolls to pursue, anything! They also have MR2, a 6+ ward save, and their champions get a 5+ ward save!
Needless to say, hit them in the flank with a decent sized ranked up unit and they'll drop like proverbial stones, but under any other circumstances they can be relied on to hold, if not actually win the combat on their own (they're still WS2, S2 after all, even with the re-rolls that's not gonna kill much!)
Blood Gnoblars
Skirmishing Gnoblars who can lay traps in terrain pieces, causing S3 hits against each model moving through that terrain.
Possibly only worth their cost for their ability to scare opponents away from moving through terrain than for the actual traps, their psychological deterrent is actually more deadly than the traps themselves.
Thus, use these guys to trap terrain, and herd enemies into your desired area of the battlefield.
Scraplauncher
A Chariot that also acts as a war machine, that causes fear! You'll be at quite a disadvantage against fear causing enemies with a Gnoblar horde, so the ability to throw a fear-causing Chariot at an enemy from time to time is not to be missed, plus the large-template Scraplauncher has 'Killing Blow'!
Yhetee Pack
I've no idea how Gnoblars recruit Yhetee's to their cause (presumably it involves a lot of dead Gnoblars!), but these guys offer a hard-hitting combat ability that is lacking in most of the list.
Rare
Boglars
Okay, we're getting to the real oddities now. These Gnoblars have standard stats, but when upgraded properly, they add +D6 extra Boglars to the unit every turn as long as they've traversed a water feature at some point during the turn. Completely silly but well worth considering, as they can potentially become a huge nuisance to the enemy.
The only question is whether they're a better choice than the other rare units. If you're low on points, I'd say they'd be useful. If you have more points, take a Slave Giant or Wolf Riders instead.
Slave Giant
The sight of a terrifying Giant striding along amongst the skittering little Gnoblars will set Terror aflame in every enemy heart. Either that or uncontrollable giggling. The effect in either case is the same, some hard hitting power and a fun modelling opportunity all rolled into one.
Dogs of War
Only Greenskin DoW are allowed, such as Goblins and Wolf Riders.
Wolf Riders especially are a good choice here.
Magic Items (Trinkets and Treasures)
Gnoblar magic items are generally of the defensive rather than offensive variety.
Honcho Helm
Grants a 4+ Ward Save, particularly impressive when combined with the Funny Trinket.
Funny Trinket
Allows the bearer to re-roll failed ward and armour saves!
Rhinox Horn
All Greenskins on the board gain +2 Ld for the next full game turn! With a Gnoblar Horde (Or any Greenskin army), +2 Ld is a good boon. Watch out though, it also grants +2 Ld to any enemy Greenskins too!
Red Stone
The bearer gains a 5+ Ward and MR1, pretty useful, though I don't generally take this one as there're better options available.
Grubbi's Dice Bag
The best item in the Gnoblar magic items list IMO. It lets the Gnoblar Hero ignore any wounds suffered that turn on the roll of a 2+. On a 1 he instantly dies, but oh well, that's the way of the world when using Gnoblars!
Ogre Tooth
Another essential one-use item that can make all units within 6" of the tooth-eater Immune to Psychology - a very important ability in a low-leadership horde army!
The Purple Rock
Once per magic phase, roll a 4+ and an enemy spell is dispelled, roll 1-3 and take a S3 hit - that's Gnoblars for you!
This is the only way you'll (semi-reliably) be able to stop spells which have been cast on a 12+, other than rolling a double-six on your mighty two dispel dice.
Thiefstones
Just like the Ogre Kingdoms army Thiefstones, these little trinkets give +1MR for each one carried - very useful for an army that has almost no other way of stopping enemy magic.
Ogre Head Standard
Give this 'Immune to Bicker' standard to a Manbiters regiment, as your only other hard-hitting Gnoblar regiment choice (the Lucky Gits) will be able to re-roll (and hopefully avoid) their bicker result anyway.
General Tactics
- Lacking much killing power, you'll be relying on static combat resolution and flank charges to win battles for you.
- It's a good idea to take a lot of cheap Fighter regiments to use for flee reactions or overrun directors, putting the enemy in just the right spot for a combined charge from two or more Gnoblar regiments in the following turn. Even naked Gnoblar Fighters can potentially win fights if they pull off a proper combined charge.
- Don't give banners to your Fighter regiments, that's just giving away free victory points. These units are not designed to be in combat, their entire purpose is to run away. Try and charge an enemy regiment and watch them bounce.
- Protect your general! That extra point or two of Ld is crucial to your survival, without him, your army has a tendency to run for the hills.
Overwhelming their enemies through weight in numbers, occasional tactics and sheer dumb luck, the Gnoblar Horde is the hordiest of them all! The Gnoblar Horde rules can be found in White Dwarf (UK issue 310, US issue 303 and AUS issue 304).
The Good
- This army will have more models than almost any other horde army you care to think of, it looks superb on the battlefield.
- Your special abilities are fun and characterful, if not very good at actually killing the enemy.
- You get to have an army composed entirely of possibly the worst basic troop choice in the Warhammer world!
- You get 1-6 re-rolls to use throughout the game on any D6. This can really help swing things your way at a critical moment. Don't rely on it though, you might end up with just one re-roll!
- Gnoblars cannot cause panic in other Gnoblars!
The Bad
- You'll have to paint up literally hundreds of models!
- You'll be relying more on static combat resolution than killing power to get the job done.
- Your magical defence is close to nothing, you'll just have your two dispel dice (and two power dice to dispel remains in play magic).
- You get no Wizards.
- Your Heroes and Lords are all pretty rubbish at killing.
- Your Lord is Ld7, and your Heroes are Ld6.
Lords and Heroes
Gnoblar Head Honcho
Finally, Warhammer has what it always needed, a Lord choice with Strength 3!
This guy's most valuable asset is his Ld7, the highest in the entire army, with which he can hopefully hold your army together.
He can also ride an immature Rhinox, which doesn't count as a large target, so you can hide him behind your main army whilst he lords it over all he surveys on his angry little beastie, before charging in and doing some damage.
Gnoblar Honcho
A 20 point Hero choice!
These guys are great, but not for their stats (their Ld is only 6, and with 3 S3 attacks they're more expensive yet worse at fighting than a standard Lizardman Saurus Champion). No, their real ability comes from the fact that they can take 50 points of magic items, and you can take double the normal amount of Hero-level characters!
Thus, their magic (mostly defence orientated) abilities will more than make up for their lack of prowess in combat...unless you roll a 1 (more on that later).
Core
Gnoblar Fighters
Basic 2pt fighters - use them as cheap fodder to lure the enemy towards your 'real' combat units. Their entire purpose on the battlefield is as fodder, and to flee charges to draw out the enemy into charge range of your other units.
Flingers
Slings are one of the best cheap ranged weapons in the game, one shot at 18 inches, two at 9 inches! For 3pts each, these guys are a bargain, and well worth using as a harassing unit.
Manbiters
These guys, taking after their Maneater idols, band together into groups and travel the world in short lived (and most often ill-fated) adventures across the Warhammer world.
Armed with Flails, and with +1 strength over their standard Gnoblar brothers, they have S5 in the first turn of combat! Plus, they have Ld6 basic, which is actually rather good in this army!
Pigback Riders
A Gnoblar unit armed with spears with all the rules of Infantry (fight in two ranks when stationary) AND cavalry (+1 Strength on the charge, US2 each, 6+ armour save for being 'mounted'). This unit is particularly hilarious, and with a surprising ability to deliver a LOT of attacks when stationary due to each model having 2 attacks.
Gnoblar Trappers
Just like their counterparts in the main Ogre Kingdoms list, these little guys are skirmishing, scouting, sharp-stuff throwing SOBlars! Use them as early-game march-blockers and try to jump on characters or war machines if you can.
Special
Lucky Gits
The single best unit choice in the army!
Stat-wise these guys are ordinary Gnoblars, but their great ability comes in the fact that due to their 'luckiness' they can re-roll ANY dice they want. That's rolls to hit, rolls to wound, rolls for armour saves, rolls to pursue, anything! They also have MR2, a 6+ ward save, and their champions get a 5+ ward save!
Needless to say, hit them in the flank with a decent sized ranked up unit and they'll drop like proverbial stones, but under any other circumstances they can be relied on to hold, if not actually win the combat on their own (they're still WS2, S2 after all, even with the re-rolls that's not gonna kill much!)
Blood Gnoblars
Skirmishing Gnoblars who can lay traps in terrain pieces, causing S3 hits against each model moving through that terrain.
Possibly only worth their cost for their ability to scare opponents away from moving through terrain than for the actual traps, their psychological deterrent is actually more deadly than the traps themselves.
Thus, use these guys to trap terrain, and herd enemies into your desired area of the battlefield.
Scraplauncher
A Chariot that also acts as a war machine, that causes fear! You'll be at quite a disadvantage against fear causing enemies with a Gnoblar horde, so the ability to throw a fear-causing Chariot at an enemy from time to time is not to be missed, plus the large-template Scraplauncher has 'Killing Blow'!
Yhetee Pack
I've no idea how Gnoblars recruit Yhetee's to their cause (presumably it involves a lot of dead Gnoblars!), but these guys offer a hard-hitting combat ability that is lacking in most of the list.
Rare
Boglars
Okay, we're getting to the real oddities now. These Gnoblars have standard stats, but when upgraded properly, they add +D6 extra Boglars to the unit every turn as long as they've traversed a water feature at some point during the turn. Completely silly but well worth considering, as they can potentially become a huge nuisance to the enemy.
The only question is whether they're a better choice than the other rare units. If you're low on points, I'd say they'd be useful. If you have more points, take a Slave Giant or Wolf Riders instead.
Slave Giant
The sight of a terrifying Giant striding along amongst the skittering little Gnoblars will set Terror aflame in every enemy heart. Either that or uncontrollable giggling. The effect in either case is the same, some hard hitting power and a fun modelling opportunity all rolled into one.
Dogs of War
Only Greenskin DoW are allowed, such as Goblins and Wolf Riders.
Wolf Riders especially are a good choice here.
Magic Items (Trinkets and Treasures)
Gnoblar magic items are generally of the defensive rather than offensive variety.
Honcho Helm
Grants a 4+ Ward Save, particularly impressive when combined with the Funny Trinket.
Funny Trinket
Allows the bearer to re-roll failed ward and armour saves!
Rhinox Horn
All Greenskins on the board gain +2 Ld for the next full game turn! With a Gnoblar Horde (Or any Greenskin army), +2 Ld is a good boon. Watch out though, it also grants +2 Ld to any enemy Greenskins too!
Red Stone
The bearer gains a 5+ Ward and MR1, pretty useful, though I don't generally take this one as there're better options available.
Grubbi's Dice Bag
The best item in the Gnoblar magic items list IMO. It lets the Gnoblar Hero ignore any wounds suffered that turn on the roll of a 2+. On a 1 he instantly dies, but oh well, that's the way of the world when using Gnoblars!
Ogre Tooth
Another essential one-use item that can make all units within 6" of the tooth-eater Immune to Psychology - a very important ability in a low-leadership horde army!
The Purple Rock
Once per magic phase, roll a 4+ and an enemy spell is dispelled, roll 1-3 and take a S3 hit - that's Gnoblars for you!
This is the only way you'll (semi-reliably) be able to stop spells which have been cast on a 12+, other than rolling a double-six on your mighty two dispel dice.
Thiefstones
Just like the Ogre Kingdoms army Thiefstones, these little trinkets give +1MR for each one carried - very useful for an army that has almost no other way of stopping enemy magic.
Ogre Head Standard
Give this 'Immune to Bicker' standard to a Manbiters regiment, as your only other hard-hitting Gnoblar regiment choice (the Lucky Gits) will be able to re-roll (and hopefully avoid) their bicker result anyway.
General Tactics
- Lacking much killing power, you'll be relying on static combat resolution and flank charges to win battles for you.
- It's a good idea to take a lot of cheap Fighter regiments to use for flee reactions or overrun directors, putting the enemy in just the right spot for a combined charge from two or more Gnoblar regiments in the following turn. Even naked Gnoblar Fighters can potentially win fights if they pull off a proper combined charge.
- Don't give banners to your Fighter regiments, that's just giving away free victory points. These units are not designed to be in combat, their entire purpose is to run away. Try and charge an enemy regiment and watch them bounce.
- Protect your general! That extra point or two of Ld is crucial to your survival, without him, your army has a tendency to run for the hills.