The Goblin War Giant carries a large platform with a bunch of goblins and a pair of ballistas. There is also a hooded goblin ( the Giant Wacker) riding the head of the giant. If you want to find the miniature, ask for the Grenadier boxed set #3511 at your local hobby or game store. It retails for $39.95.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Giant | 6 | 3 | 3 | 7 | 6 | 6 | 3 | - | 6 |
Goblins | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
Giant Wacker | 4 | 3 | 4 | 4 | 3 | 1 | 3 | 2 | 5 |
Ballista | - | - | - | - | 7 | 2 | - | - | - |
Max Range | Strength | Damage | Save Mod. |
12-48" | 4 - 1 per rank | d2 | None |
Weapons/Armor: The goblins are armed with hand weapons. The Giant Whacker is armed with a large club (treat as a 2-H weapon).
Options: The goblins and the Giant Whacker may be equipped with shields, for +1 point per model, light armor, for +2 points per model, and they may be armed with short bows for +1 points per model or spears for +1 points per model. The Whacker may also carry a single magic item.
Special rules
Fear: The giant causes fear. Since the goblins are riding the giant, they gain the benefit of being immune to fear.
Move: The giant can step over normal walls and hedges without penalty.
The Giant Whacker: The Whacker uses his club to give directions to the giant in combat - 1 thump: move forward, 2 thumps: stop, thump on the ear: turn in that direction, etc. Because he is so engaged, the Whacker may not be involved in hand-to-hand combat. If the Whacker is killed, the Giant will become confused. In addition, the giant will move d6 inches in a random direction (roll the scatter dice) each turn during the compulsory movement phase.
The Platform: The giant tends to find carrying a platform of rowdy goblins on his shoulders to be rather unbalancing and will drop the platform on a D6 roll of 6 in the following situations. He will automatically drop it if he is fleeing at the start of his movement phase.
If the platform is dropped, the remaining goblins are killed.
Shooting: If the giant march moves, the goblins cannot fire. If the giant moves normally, the goblins may shoot their short bows with the same penalties as if they had moved this turn. If the giant did not move, they may shoot as normal. Any two ordinary goblins can choose to fire a bolt thrower instead of their short bows. The bolt throwers cannot target anything within 4" of the giant.
Hand-to-Hand Combat: If the giant is charged, the goblins can stand and shoot with their short bows no matter how close the enemy is. In subsequent rounds, the giant is considered to be holding up the platform as below, and the goblins may either continue to fire, or engage in hand-to-hand. (During hand-to-hand combat, the goblins swarm about the giant, attacking enemies in base-to-base contact with the giant before fleeing back up to the platform.) The goblins are always considered as attacked from high-ground.
If the giant charges he may either continue to hold up the platform and fight as below. Anyone killed by the goblin are added to the giant's HTH score for that round.
The Giant itself uses the standard giant special attacks except he cannot use the following:
Firing at the Giant: Any fire directed at the giant must roll to hit normally as per the weapon used. If it hits roll on the following table:
Die Roll | Result |
1-4 |
Giant |
5-6 |
Platform and goblins (roll randomly between ballistas and goblins. |