Goblin Skirmisher
Strengths
Stay in strong formation.
Use a variety of goblin weapons, which makes them one of the most versatile enemy in the game (Notched Blade, Cruel Falchion, Goblin Skewer and Jagged Pike).
Mostly have and tend to use throwing weapons (Bolas and Throwing Net).
Throwing Nets automatically hit and prevent 1 targeted unit from moving, lowering Melee Defense, Ranged Defense and Initiative by 45%. Affected units can try to free themselves of the net. Each attempt costs 4AP, 15 Fatigue and requires rolling under (Melee Skill-10). With each failure, subsequent attempts get an additional 10 (which stack) to the above roll.
Very high base melee defense (about +25).
High base ranged defense (about +15) and Anticipation perk.
High melee skill (about 75), which combined with weapons with hit bonuses, makes taking hits from them very likely
Has Quick Hands perk, allowing fast weapon switching. [1]
Perks
Anticipation, Quick Hands, Footwork, Spear Mastery, Cripling strikes
Goblin Ambusher
Strengths
Poisoning attacks in melee and range (You loose 1 AP, 10 initiative, 1 vision ; the poisoning is stackable) You recover 1 poisoning effect per turn and vision impairement can prevent you to strike even in melee. It does more damage to the body (need confirmation for amount), lasts 4 turns (they don't always use poison).
Always wear dagger (Notched Blade) as secondary weapon and mostly uses armor ignoring attacks in melee (Puncture)
Decent base melee defense (about +10)
High base ranged defense (about +20) and Anticipation perk, which makes outshooting them very difficult.
Very high base ranged skill (about 75)
Has Quick Hands perk, allowing fast weapon switching [1]
Uses Footwork to move away from meleers
Perks
Anticipation, Quick Hands, Footwork, Pathfinder, Bow Mastery, Cripling strikes