__ “They came without warning, throwing and slinging stones. Trampling our men under foot of Mounted Varnas and trapping our citizens in globs of living slime.” Mortimer Saint, outpost 1162’s sol survivor.__
The idea is the goblin race as a playable faction. While I mentioned this in an earlier post I never elaborated on it. This I intend to correct.
The goblins, in-game, are raiders and thieves. It’s fairly unique amongst the other kingdoms and could be awesome to play -if done correctly-. One thing to do is make new units for them, and promotions that give them the continued feel of well goblins.
Raider - This is the leather clad fellow that pops up in most small camps. They can use a one-handed weapon (cleaver, club) wear leather(?) armor and are the foot soldier of the goblin hoard.
Bludgeoners - The sue-do knight, that wields a hammer. Wearing red armor, they are a means of dealing with heavily armored units of the other kingdoms. A second function seems to be the use of destroying unguarded supplies and equipment.
Wranglers - A trapper/shepherd with a combat support role, that uses tamed wolves to launch hit and run attacks. This unit could also buff these units, being as they are attack dogs. This unit allows the acquiring of the Wolf as a combat unit, and allow chances for other tames (Varnas).
Wolf - Fairly straight forward, a beast of war, that should be able to gain small upgrades like armor.
War Varnas - A rare tame for the Wrangler. A Varnas that can be used as a mount/moral booster for the troops, with a great amount of hitting power. You could make two verities 1.) a mount for the chieftain and drummer that is more of use as a point to boost moral -while also causing fear in the enemy-. 2.) the smaller ones could have a raider and two slingers armed with sling-shots as a skirmish/shock cav.
Shaman - A support unit of an odd sort. A summoner of slimes, with smaller ones slowing down attacks in exchange for their destruction and larger ones getting the enemies attention and absorbing damage, but giving weak hits in return.
Rock thrower - The start of the Range tree of foot troops. They are goblins that throw stones (maybe mud to?)… that’s it.
Slingers - More like Sling-Shot-ers? they use sling shots and shoot stones and metal pellets.
Hearth tenders - basically worker, and the starting point of all promotions. They are less likely to work as builders and more as movers (of other hearthlings stuff).
Scrounger - a forager/trapper that gathers food, and is the start to wranglers. They are quick to run from a fight, and should steer clear of enemy patrols.
Watcher - An odd class that is the very backbone to my idea. As a group of raiders, crafting things is a bit strange to them, but when the shines are in sight, but guarded. The goblins need to learn how to get the shines. This class is a unit that goes off to patrol hearthling outposts that spring up, and comes back to unlock the promotions for the goblins.
There is more to this idea, but what do ya’ll think of it so far?