1) The Goblin Shaman
Goblin archers are probably the least valuable units in the Goblin army and I couldn't wait to convert one of them into a Goblin Shaman. The Shaman costs 40 more points than a Goblin Warrior with spear and has a similar profile. 30 of the 40 points are easily valued in the 2 Wounds, 1 Might, 3 Will, and 1 Fate point that the Shaman has. The other 10 are found in the following benefits:
- A Shaman is a hero and this provides me with a cheaper leader for my army in small skirmish games;
- A Shaman can cast Immobilize on a 5+ (which I don't intend to do); and
- A Shaman can cast Fury on a 3+, which makes all Goblins within 6" pass any courage test they are asked to take AND Goblins within 6" gain a 6+ Fate save, which doesn't mean that many wounds will be ignored, but the fact that some are (read, archery hits for sure) means that more Goblins stay in the fight. This is lost if the Shaman loses a fight, but seeing as he has a spear (and should remain near the back of the lines anyway) he shouldn't be fighting much on his own.
For 3 points more, a Dwarf Warrior with two-handed weapon could become a Khazad Guard. For these 3 points, the Warrior gains an additional Strength point, an additional Defense point (suffers -1 to swimming, but whatever), and the Bodyguard special rule (great for charging trolls, staying in the fight, and knocking Will points off Nazgul). As such, I sought to change five of my Dwarves with two-handed weapons into Khazad Guards. The other three have become a banner-bearer and (soon to be) Dwarf Warriors with Dwarf bows. This final conversion won't happen until the Dwarf Rangers come (soon...very soon).