Kings of War 3rd Edition: Goblin Army Review

If you are interested in our other army reviews you can find them here .

Tier Rankings: 

Trying to rank units in Kings of War is not a perfect science. By pure design, many units are meant to work in combination with other choices in the army and can be hard to judge on their own. For this exercise, it’s assumed the unit is being used to its utmost potential within the army. This is not just a math problem to determine the most cost-effective unit but to also see how they compare in scope, role, and impact across not just a single army but all Kings of War armies. For the most part, units will be treated as one entry; however, if an option or size drastically improves a unit it will be separately mentioned.


S Tier: Reserved for units that are widely acknowledged as either being significantly undercosted or having a combination of rules that perform well above units in similar roles. These units are often called “auto includes” as any list stands to be made better with their inclusion. Expect these units to be addressed in future CoK book updates.


A Tier: These units are some of the best the army has to offer. They excel in their specific roles and commonly help form the core of most competitive lists. While not auto include, they are great in almost any army they are taken in and will be seen frequently.


B Tier: These units have a mix of strengths and weaknesses that make them very playable but balanced. These units work great with specific roles in mind; however, their weaknesses mean they do not help every list. In a perfect world, all units would fit into this category.


C Tier: C tier units may still shine in niche lists and roles; however, they will feel underpowered when compared to similar units in other armies. Decidedly suboptimal, you could make them work but frequently will see other things that are just better. You will rarely see many lists take these units.


D Tier: Units that need some considerable love and attention. You will struggle to find any role for this unit that another unit couldn’t do better. Very often you will see these units labeled as “unplayable”.

The majority of this article was rewritten due to how long ago it was created. The game, the meta, and even our findings about units years later have changed a lot. Because of this, the majority of Jesse’s original article has been replaced; however, I wanted to preserve this little segment from him (and bits here and there in the article) – Editor

Jesse here, yet again. This time I’m letting you know about goblins. Now, I freely admit I’m not nearly as confident with goblins as I am with Ogres. I’ve played them a lot, I’ve played against them a lot, but honestly, they’re not my jam. So fair warning as you read the review.

The Formation:

S Tier

You either love him or hate him.

A Tier

Mincers– I’m including the single Mincer monster and the Mincer Regiment in this listing, all of which are A Tier.

All Mincers get Big Shield for Defense 6+ in the front arc, Brutal, Crushing Strength 1, and Thunderous Charge 1; oh and they’re all Fearless nerve (-/11, -/14, and -/16, respectively)! They all have variable attacks (D6+6 on the single, D6+14 on the Troop, and D6+21 on the Regiment).

All 3 levels are consistent with the theme of Points-Efficiency as well (90 for a Monster, 160 for a Troop, and 200 for a Regiment). The Regiment with Brew of Sharpness comes in at 235 points and is a contender for the points-for-points best hammer unit in the game.

King on Chariot– Another entry for the points-value train. Speed 9, Nimble, 7 Attacks, Crushing Strenght 1, Thunderous Charge 1, Shortbow, and Inspiring the Chariot Kings get so many rules for 130 points. A great vehicle for a Trickster’s Wand or the Orb of Towering Presence.

Magwa and Jo’os– Expensive for a Goblin (150 points), but Magwa and Jo’os pack a lot of punch and value. They hit like a Vampire in combat with 7 Crushing Strength 2 and Vicious attacks (doubled against individuals with Duelist). They bring further utility with Lightning Bolt 4.

Keep in mind that it’s an Individual on a Large Cavalry (50mm X 50mm) base, so it would get or give up flanks. It also has the “Beast” keyword for some fun interactions with certain auras (see Goblin Slasher entry below).

Mawpup Launcher– The Mawpup Launcher may have lost some real estate to the Sharpstick Thrower, but it’s still a great take at 75 points. The lack of Piercing is made up for the weight of dice with 3 shots each with Blast D3. The utility of giving a unit a Mawpup is a force multiplier in the late game. It’s also a “Lobber” so it can get some sweet, sweet elite from your Winggits. Fun fact- the Mawpup Delivery shot does not have Reload!, so you can move and still get your units a pupper.


B Tier

Goblin Slasher– the OG Unit Strength 2 titan, the Goblin Slasher! It comes with a shorter range Sharptick Thrower (36”) or for 10 points, you can take a War Trombone (which I think is the way to go). You also get the option to take a D3 Rampage Aura (Beast Only) for 15 points. This interacts nicely with some characters with the Beast keyword (Magwa, Chariot Kings).

Giant– Like all other Titans, the Giant gets bumped up to Unit Strength 2. In the previous edition, the Giant was in competition with the Unit Strength 2 Slasher (see above), however, they may see some play now they both are US2. Goblins typically have trouble with bigger stuff, so usually kit them out with Slayer D6.

Fleabag Riders– A great flanker unit, the Speed 10 and Nimble can apply a lot of pressure. They also get the “Mawpup Cage” keyword, so they are prime candidates for the Mawpup Launcher. The horde option can be fun, but not the most competitive choice.

Goblin Blaster– More classic Goblin Mode flavor. For the bargain price of 65 points, you get a Unit Strength 1 monster that has the potential to do some serious damage as a second-line unit.

Flag Guy (Flaggit)- Mantic, please change the name of this unit! I will only reference this entry as “Flag Guy” because the Mantic-given name is dangerously close to a very derogatory epithet. With that disclosure out of the way, the Goblin Flag Guy gets a bump along with other army standards in increasing to Very Inspiring. It also gets an Aura Strider for Infantry only, which can come in handy in a pinch. All of this for the low, low cost of 40 points. Yes, please!

No one likes a Fleabag in the butt

King on Chariot: This is one of those units when used properly can cause your opponent fits. If used poorly, well, he won’t live long enough to matter. He has 7 attacks ranged or melee and with speed 9 you can make sure he gets where he needs to go.

C Tier

They look angry, but let’s be honest, they’re probably wavered.

Troll Bruiser: I want to like him, I really do, but with a goofy 12/15 nerve and the fact that the King on Chariot can do what he does, faster and better I just can’t see anyone taking him.

Fleabag Chariots*: Like all other Chariots, the Fleabag Chariots got a points reduction, the ranged attack as an optional upgrade, and Brutal. Better Goblin generals like Shannon Shoemaker and Cyle Pool use the Legions to great effect, but they take a lot of getting used to.

C’mere, you got a fly on you I’m trying to get

Luggit Gang: The berserker unit in the Goblin list can serve as a nice second-line thumper, however, they are in direct competition with all versions of the Mincer for that role. The Mincers get a leg up with easier-to-maneuver base sizes and Big Shield. The Living Legend Grogger’s Lug Lads are a neat take, however, since they are a Living Legend, you can’t take any items.

Mawbeast Pack*: Mawbeasts can serve both as Nimble chaff and as a second-line finisher. They don’t get a lot of attacks, but they hit on 3s with Crushing Strength 1 and Vicious. The Magwans upgrade makes a single unit De 4+ and Regular, so when players do take the Regiment, it’s usually the upgraded version. Cyle Pool uses these to great effect.

Spitters*: The kings of spam. The original RC headache. The reason archers across all armies are now irregular. These gits. You look and you’re like 20 shots that hit on 5, so what? They’re only 160 points, take 10 of them and suddenly you have 200 shots. For only 1600 points, pretty easy to fill out the rest of a 2k list with goodies. The only reason these aren’t S tier is because they don’t unlock.

D Tier

Grupp Longnail– Why don’t you have Inspiring? Grupp was a fun take with the old version of Host Shadow Beast since her Melee attacks get Blast D3, however, since then, she’s competing for a very tight Hero spot and the lack of Inspiring will leave Grupp on your shelf. A very cool Mantic model, though.

Prince-Level Goblin Hero (Biggit): Another case of Mantic needing to desperately change a name. The Prince-Level Goblin Hero gets a fun upgrade for 10 points to take an Aura Vicious Melee (Sharpstick-only), so if you want to do an all-Sharpstick theme army, this choice will fit right in. In pretty much all other cases, I’m finding the 15 points for a King or saving 15 points for a Flag Guy.

Fleabag Rider Sniffs*: The idea is cool, Mongolian Goblins, doing cool stuff like riding mounts and pew-pewing. Sadly their accuracy is garbage and so is their damage output. Save yourself the frustration and pick up normal Fleabag riders.

Stinggit: The Goblin Assassin is in the same spot as some of the other Heroes discussed- not good enough to compete with the better selections. Before the addition of Groany Snark, a Stinggit with the Wings of Honeymaze was a fun take, but Groany is just better (and cheaper).

Banggit: Oh have the mighty have fallen! The once-A Tier Banngit’s ranged attack got bumped down from Blast D3 to Blast D2. Players may take 1 as an accompaniment to a War Trombone battery to add some Shattering, but gone are the days of the triple Banggit contingent causing havoc.

Final Thoughts

In summary, Goblins are like cockroaches, no matter what new hotness is introduced to the game, we will still be there as one of the top armies with our trash and toys. Now get painting, you can never have enough Rabble (or Mincers)!

This list is a little light on drops compared to most Goblin lists, but it uses the Rampage Aura for the Beast keyword to a good effect and can pack some good Melee punch.

7 Comments on “Kings of War 3rd Edition: Goblin Army Review”

  1. Great review, Jesse! I especially enjoyed your captions on all of the images. 🙂

    I will say that, having played against a Goblin Gunline, the Banggits are terrifying. The Winggits and War Engine spam make you want to close in on the enemy line, but when you get there, three Banggits start chucking bombs with a surprising amount of damage output *and* Shattering. Ouch.

  2. Goblins are not your jam? Sir, I’ll have to take this as a personal insult!

    Jokes aside, thanks for the article. I’ve been waiting for this since the series of army reviews started.

  3. Unfortunately, Kuzlo & Madfall are in A and D tier of your review.

    The Mawpup Launcher can’t benefit from the Winggit as this last one only can target ‘ennemy’ units.

    Thanks for the review anyway.

    1. I acknowledge that Kuzlo is in A and D tier in the article, the Mawpup Launcher can hit enemy units so it does benefit from the Winggits ability.

      Thanks for the feedback anyway.

  4. Just played my goblins yesterday and today, and kinda accurate all of it. I loved the Slasher, but they buried it deep.
    Also, similar feelings with Sniffs and Trolls, in both games they did next to nothing…

  5. Great article!

    Re: Mawpups, they actually have 6 attacks, and no hinder/cover penality either. Sick.

    Speaking of mawpups, how do you feel about the 10 pts army upgrade option? I found it especially nasty on Fleabag Riders.

    And as someone who just finished painting their Goblin Slasher, now I’m sad.

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