I was about to support the goblin wolf-riders (I guess there going to be smaller and less muscular than the orc warg-riders in LOTR Twin Towers). And as the wolves the goblins ride (being the fantasy variety) should be bigger and more aggressive than their real life counterparts, I 'would' have said that the pit fighters would have been done in!
However, as the person above me said - the goblins always lose. It doesn't matter who they're against - hobbits, little girls and their fat useless dad (a fairly new American TV series where a Dad and his 2 girls get stuck in a fantasy world or something and beat up some goblins)... The one thing you can count on a goblin or even an orc to do - is to mess up and die, that's what they were bread to do, doesn't matter how many, how big they will mess up!
Against the pit-fighters from the classic (ly bad) video game 'pit fighter'. Even thought the pit fighters only have 5 or 6 badly animated moves, the player keeps inserting coins until they kill the goblins or the goblins kill themselves!
2007-03-21 23:12:13
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answer #1
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answered by Anonymous
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I have to support the Goblin/Warg combo here. If we are assuming an even number per team, with each G/W being treated as a single unit (like in most miniature wargaming rules) but with separate attacks, then the G/W band has effectively double the offensive capability of the pit fighters. Goblins at the time of Bilbo's journey were average human size, with Wargs being about three times the size of normal wolves - about the size of small ponies, or about what they were in LotR Two Towers. Tolkien used "goblin" and "orc" almost interchangeably, and it seems that the only real distinction could be that "goblins" were more degenerate orcs, surviving thru ceaseless inbreeding due to their isolated mountain lifestyles, where the true orc was bred according to the will and direction of a Second World Power such as the fallen Vala Morgoth or a Maia like Sauron or Saruman, and was bred for power and strength beyond normal human ranges - remember that the orc is bred from corrupted elven stock.
If we are assuming normal human or humanoid fighters with normal ranges of strength, constitution, and dexterity - albeit at the top end of those ranges - as our pit fighters, we must remember something - most arena, gladiatorial, or otherwise "entertainment" fighters tend not to operate as a team. They excel in single combat in a controlled environment and as such will focus on one opponent at a time, quite possibly engaging the biggest, toughest looking opponent nearby as a matter of habit, thereby missing other dangers such as archers skirting their flanks.
Goblins on the other hand, are natural opportunists and will unhesitatingly gang up on a foe or strike an unaware enemy from the rear. With the speed and leaping power of their Warg mounts - who are generally accepted to be intelligent and able to speak Common (the LotR movies ignored this concept) - the Goblins can attack in similiar fashion to the horse and bow tactics of the Mongol horde. Wheeling, retreating, and charging to bowl over their foes, they can keep their enemies off-balance and not knowing where to turn. This would wreak greater havoc than normal, as pit fighters tend to focus on single opponents, as I said before. The pit fighters will inflict some casualties, esp. during G/W charges, but once the goblins see this they will feint their charge and when the pit fighters turn to face it they will get hit from the rear or from the flanks by lightning fast Warg charges or by Goblin arrows. The G/W unit, on its attack, can strike with sword, double sword (florentine), spear, or bow/arrow, and also with a savage claw/claw/bite attack by the Warg. Blocking all of these attacks at once would be difficult for even the best pit fighter, as this unit is merely the distraction - the real attack is from a flanker who sweeps by to cripple or kill the pit fighter.
Goblin/Warg advantages: Speed of calvary, missile weapons, double attacks, and the ability to understand the dynamics of a fluid, shifting battlefield.
Disadvantages: cowardice, no loyalty save for what is instilled by fear of their masters.
Pit fighters Advantages: Superior hand-to-hand combat skills, high quality weapons and armor (if they have it).
Disadvantages: foot combat only, tendency to focus on defeating one foe at a time, piecemeal armor (pit armor tended to protect only vital areas so the watching crowd would be treated to a longer, bloodier spectacle), and lack of battlefield communication skills.
Winner: Goblin/Wargs
2007-03-22 14:10:09
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answer #2
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answered by Lord Bearclaw of Gryphon Woods 7
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it is not a matter of who will win, but of who will loose. the goblins will lose.
THE GOBLINS ALWAYS LOOSE.
2007-03-21 12:34:34
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answer #3
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answered by Anonymous
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