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Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 1:56 pm
by StormSaint373
Here will be the place to post regarding the rest of the goblinoid race.
Goblin camp:
Image is already in.
Turn/build:3
Hp:20
Sight:2
Cap:2
Heal:4
Arm:0
P.arm:5
Trains:
Bugbear Jäger
Hobgoblin Legionaire
Hobgoblin Chief
Hobgoblin Blademaster
Goblin spiker
Goblin archer
Goblin cannon fodder
Goblin bat rider
Goblin spear men
Squig rider
And any future goblins going into goblin camp.
Techs: all Goblinoid techs in orc camp have been moved to goblin camp.
Goblin shout: all Goblinoids
Goblin grenades: Only Goblins
Elite Goblins
Master Goblins
Elite Hobgoblins
Master Hobgoblins
Elite Bugbears
Master Bugbears
Bugbear Jäger:
Train: Goblin camp, Stone Fortress
Cost:5
Hp:24/28/32
Atk: Rng:7/8/9 Mel:14/16/18
Rng: Rng:5/6/7 Mel:1
Sight: Rng:7/8/9 Mel:4
Spd:3 Mtn:1
Arm:1/2/3
P.arm:1/2/3
Res:40%
Miss: 40%/25%/10%
Abilities:
Switch weapons
Bonuses: ranged:infantry 50%, dragons 1%, melee: buildings 50%
Bugbear shaman:
Trains: Shaman hut
Cost:5
Hp:18
Atk:8
S.Rng:4
Sight:5
Spd:3 Mtn:1
Arm:1
P.arm:2
Res:40%
Abilities:
Rotten
30% regeneration
Mountain walk: gives target ally +1 speed on Mountains for 3 turns.
Summon fury: cool:4, sacrifice:1, summons Fury
Hobgoblin legionaire:
Trains: Goblin camp
Cost:3
Hp:17/20/24
Atk:7/9/11
Rng:1
Sight:4
Spd:3
Arm:1/2/3
P.arm:2/3/4
Res:0%
Abilities:
Throw pilum- dmg:10- rng:3, cool:3, lowers targets armour/pierce armour by -2/2
Bonuses: cavalry 350%
Hobgoblin Blademaster:
Trains: Goblin camp
Cost:3
Hp:18/22/26
Atk:7/8/9
Act:2
Rng:1
Sight:4
Spd:3
Arm:0/1/2
P.arm:0/1/2
Res:0%
Bonuses: standard bonus to buildings, 50% bonus to infantry.
Hobgoblin Chief/Warchief/King:
Trains: Goblin camp
Cost:6
Hp:30/34/38
Atk:14/16/18 gets poison weapon passive at warchief upgrade
Rng:1
Sight:6/6/7
Spd:4/4/5 gets Mountain walk 1 at king upgrade
Arm:1/2/3
P.arm:3/4/5
Res:40%
Abilities:
Goblin Haste aura: rng:3 gives allied goblinoids +0%/5%/30% to dges
Bonuses: infantry 100%
Skrill rider:
Trains: Stone Fortress
Cost:7
Hp:34/38/44
Atk:8/10/12
Rng:1
Sight:6/6/7
Spd:4/4/5 Flying
Arm:0/1/2
P.arm:1/2/3
Res:40%
Abilities:
ImageLightning bolt: rng:4, dmg:8, cl:1, slowing 1
Bonuses: cavalry:150%, dragons:50%
Barghast Goblin:
Image
Trains: Goblin camp
Cost:4
Hp:18
Atk:6
Act:2
Rng:1
Sight:4 can see invisible
Spd:3
Arm:0
P.arm:1
Res:60%
Abilities:
Transform into Barghast wolf
Cannibalize
Bonuses: infantry 50%
Barghast Wolf:
Image
Hp:18
Atk:10
Rng:1
Sight:7 can see invisible
Spd:5
Arm:0
P.arm:1
Res:60%
Abilities:
Transform into Barghast goblin
Bonuses: infantry 50%
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 2:00 pm
by StormSaint373
Have some images but can't seem to post em.
Board quota reached?
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 2:31 pm
by Savra
Just delete some of your old images not being used and it should fix the problem.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:31 pm
by StormSaint373
Bugbear Jager (Pronounced: Yā ger) German term meaning Hunter
Gem Cost: 4
Recruit: Volcano, Goblin Cave
Cost: 6
Hp: 27/33/39
Att: 8/9/10 (Ranged) 17/20/23 (Melee)
Range: 5/6/7(Ranged) 1 (Melee)
Armor: 1/2/3
Peirce: 1/2/3
Speed: 4(Mountianwalking 1)
Vision: 7/8/9
Action/Turn: 1
Bonuses: Vs Infantry 100%, vs, Buildings 250%, vs Dragons 1%
Ablities: Switch Weapon
Miss chance
Regular: 30%
Elite: 20%
Master: 10%
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:34 pm
by StormSaint373
@Savra, Would you be able to draw Melee counterpart?
I can't seem to get the mace right.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:45 pm
by Savra
Ok. Btw how's this for the Hobgoblin legionaire?
Looks like orcs won't be picking on these goblins any time soon.

Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:47 pm
by Savra
Hope on got to delete some stuff.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:54 pm
by StormSaint373
Bugbear Shaman
Cost: 5
Hp: 18
Attack: 8
Range: 1
Armor: 3
Pierce: 3
Speed: 4 ( 1 mountianwalking)
Vision: 8
Action Turn:1
Spells:
Summon Fury: Summons a Fury, cooldown 4 (Requires 1 unit sacrifice)
Rotten: Range 6, Damage 10
Mountianwalk: Mountian counterpart to forestwalk
50% Regeneration
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:58 pm
by StormSaint373
Savra wrote: ↑Mon Oct 22, 2018 3:45 pm
Ok. Btw how's this for the Hobgoblin legionaire?
Looks like orcs won't be picking on these goblins any time soon.
Looks about human-sized. Change skin to reddish hue to distinguish between goblin and hobgoblin. Other than that, looks good to me.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 3:58 pm
by Savra
Give him 50% regeneration potion, no clear vision, mountain walk spell that works like the forest walk one, and rotten. If not the 50% then the 30% regeneration potion.
Fury requires sacrifice of a unit remember.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 4:04 pm
by StormSaint373
Edited.
Clear vision is one of the only enchantments orcs don't have. Is there a different buff that can take it's place, a potion maybe?
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 4:08 pm
by Midonik
Those bugbears are too big in my opinion.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 4:18 pm
by StormSaint373
Hobgoblin Legionnaire
Cost: 3
Hp: 32/38/44
Attack: 6/9/12
Range: 1
Armor: 4/5/6
Pierce: 6/7/8
Speed: 3
Vision: 4
Action/Turn: 1
Bonuses: infantry 75%, Cavalry 350%
Spells: Throw Pilum (Same damage as throw spear,Range 3, disarmor on hit, cooldown 2)
Pilum render shields and armor useless when struck due to lead. would serve as a debilitating goblinoid trick
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:12 pm
by Savra
Here. I fixed the gold.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:13 pm
by Savra
New hobgoblin legionaire.
I'll work on upgrades.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:13 pm
by Midonik
I think that lower cost and hp would fit goblin better. Also maybe a bit lower damage. The pilum albitly sounds fun, but idk if it's a good unit idea at all.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:17 pm
by StormSaint373
Thx a bunch!
Perfect, perfect, perfect!
I'll edit,
Hp and attack is based upon Armored orc
Just making it = to goblin stats +2 due to fact that hobgoblins are more militaristic, and thus more combat ready. They are stronger than goblins
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:18 pm
by Savra
StormSaint373 wrote: ↑Mon Oct 22, 2018 4:04 pm
Edited.
Clear vision is one of the only enchantments orcs don't have. Is there a different buff that can take it's place, a potion maybe?
Orcs don't need clear vision because that's elves style. If you look at goblin shaman, he's the one that is support ranged mainly.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:20 pm
by StormSaint373
Does Bugbear Shaman need any other spell?
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:43 pm
by Savra
No, he's fine now. Here.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:49 pm
by Savra
Probably add furs to it.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 5:53 pm
by Savra
This better.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 6:16 pm
by Lynx Shafir
This image is better.
U can see clearer difference.
But the previous is too big - bigger than ork uruks.-max equal hight I recomand.
Agree with Midonik.
But the stats.... - well regardless I don't know there existence is required - probably after fixing some other issues with main race structure we can decide it.
(currently or to strong or useless)
Piker - goblin one is the strongest current pikemen and cheap. with range 2 after upgrades - no need a costlier replica.
Also Shaman dosnt worth 6 cost - u get for 4 a troll one more useful, or same 6 cost a regular ork giant /a stronger from this "group"
Still think if wanna keep it don't double roles of CHEAP goblins and expanding uruks. (4-6 Cost)
Can go with 3-5 unit... (eg Don't make archers)
no need for 8-15 (especially if want to expand other lines*)
Clear vision or any other ranged buff wud be much for orks rn
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 6:30 pm
by Savra
All the Hobgoblin legionaire is, is a defensive spearmen. The thing is when making 2 units that are similar is that one should be good stone thing were the other is good at another. This legionaire is a defensive spear men who does not get 2 range but has higher defense and health then the goblin spearmen. The plum ability disarmours the target for a few turns much like weapon break lowers enemies attack. The bugbear jagger is a longbow variant of the goblin archer who can switch stances. He probably could remain with a small miss chance on final upgrade.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 6:37 pm
by StormSaint373
Couldn't have said it better myself.
How would you make this Bugbear Shaman worth 6 turns? Warlocks cover offense, Orc shaman covers buff and troll Shamans cover defense, all I can think of is summons.
Could you fix image? Every time resize is in order, I end up butchering it.
Re: Hobgoblins and Bugbears
Posted: Mon Oct 22, 2018 9:58 pm
by Savra
Which ones?
Re: Hobgoblins and Bugbears
Posted: Tue Oct 23, 2018 12:45 am
by Savra
StormSaint373 wrote: ↑Mon Oct 22, 2018 3:54 pm
Bugbear Shaman
Bugbear Shaman.png
Cost: 6
Hp: 18
Attack: 8
Range: 1
Armor: 3
Pierce: 3
Speed: 4
Vision: 8
Action Turn:1
Spells:
Summon Fury: Summons a Fury, cooldown 4 (Requires 1 unit sacrifice)
Rotten: Range 6, Damage 10
Mountianwalk: Mountian counterpart to forestwalk
50% Regeneration
Probably change to 5 cost considering he has armour. Plus the fact that he can give all orcs the ability to cross mountains, rotten is just the normal one troll shaman has.
Orc shaman covers melee support.
Troll shaman covers mainly healing and groups.
Goblin shaman covers archers.
Goblin pyromancer covers field combat. (Blocking, rigging, scouting, he's litterly a support/combat caster)
Orc warlock covers warmage and aoe mage classes.
Bugbear shaman covers transportation through mountains which is very useful.
Re: Hobgoblins and Bugbears
Posted: Tue Oct 23, 2018 4:31 am
by General Brave
These things are very interesting, the orcs do have a variety of things.
Re: Hobgoblins and Bugbears
Posted: Tue Oct 23, 2018 5:09 am
by Savra
That is because they are power specialists.
They can afford different Variants of certain roles to accomplish their tasks. So long as the ranger roles are either low, or have a bigger miss chance.
Re: Hobgoblins and Bugbears
Posted: Tue Oct 23, 2018 5:11 am
by Savra
StormSaint373 wrote: ↑Mon Oct 22, 2018 4:18 pm
Hobgoblin Legionnaire
Cost: 3
Hp: 24/30/36
Attack: 6/9/12
Range: 1
Armor: 4/5/6
Pierce: 6/7/8
Speed: 3
Vision: 4
Action/Turn: 1
Bonuses: infantry 75%, Cavalry 350%
Spells: Throw Pilum (Same damage as throw spear,Range 3, disarmor on hit, cooldown 2)
Pilum render shields and armor useless when struck due to lead. would serve as a debilitating goblinoid trick
Might raise Hp a bit more, remember it's like the goblin version of the armoured orc warrior.