This archive contains the XCR file for Goblins. Recent updates to the Giant Rat & Goblin Sherman are included as well as a new unit for the race. This is not a stand alone MOD and requires the 1035 Mod version for it to work.
Description
In the jungles of SSrerin and into the hills and through the mountains south of Kor live the Goblins. They are a small crafty bunch of creatures who also
fight alongside the Orcs of Kor. Goblins rely on all resources.
Strengths
The Goblins main strength is in numbers. Units are small and have low hit points. But the Goblin unit itself is a freeby. Having diesease ability and top the Elusive and Scavenging
upgrade make them a very useful unit.Slingers are nice missile units having crushing damage rather than the common piercing.
Giant Rats are a ok level 2 troop with a disease upgrade. Goblins have good siege weapens including the Goblin Cannon, Gobshooter and of course the Zeppelin which is the only flying seige engine.
Goblin Chiefs can summon more Goblin units and Shamans are one of the best spellcasters around. The Goblin Sneek is a good general with assassination ability as
well as invisibility.
Build times for building is faster in Goblins.
Weeknesses
Having low hit points in itself is a big weekness so if numbers are small it doesn't take long for your units get chewwed up. The seige engines which are amung the
best around are very pricey and compete aggainst the Goblin Cheif for resources. Low hit points extends to buildings as well as hit points for towers are a `100 less than other races.
No slavehorde skill and Kobolds are pricey and require gold. If there is a lack of shamans later on attacks from Griffens, Pegesi and Wyverns can eat up expensive seige weapons.
The power of distraction
Lets face it when there is a lot going on to watch it's very distracting having to deal with attacks from all sides. Goblins have that ability. A good start is building a couple
keeps off the bat and having one just producing Kobolds and the other upgrading. A Goblin tower can be built early on and if resources provide Goblins should be produced on Rampant
to scout the map out and annoy your opponent. Once level 2 is reach Giant Rats should be built from at least 2 or 3 burrows. Later on when level 3 is reached Goblin Cheifs and siege can be
added. It is important to have established map control with Goblins as it takes alot of Gold to build a good siege attack with a mass of Goblins as a meat shield. Shamans are a must to fend off
high level flyers aggainst slow seige weapons and Zepellins are vunrelable to missile attacks from towers.
Good Hero Class?
Goblins have good Intellegence score so any class containing Pyro Magic.
How to not get distracted
With thier high numbers when facing goblins having a well defended base and hero is a must. Just having a nice balance of good tough malee troops backed up with good missile troops
can handle goblins one on one. That being said giving the Goblins map control is not a good idea as thier seige can destroy your base by firing Goblin missiles at you. Large groups of Chiefs
can turn into masses of Goblins. But if you can match them unit for unit though the chances off winning are very good.