Why would I recruit them? Fanatics. Nasty skulkers. Possible Goblin shaman carrier. Archers. Flank defense/support against other light units. Since we should have to pay for them, Goblins are way cheaper then orcs. If we pay every turn for them, maybe some WAAAGH! can not afford a "I pick only Blackorcs, Orcboyz, and boar rider" armystyles.
I can honestly say, I have no clue, how they will behave in Combat in this game. I do not know if any of you have an answer to that question but still there is the "The unit is way to small" talk.
At your other points
1.)I would never, ever, let Goblins push a battering ram or othger siege equipüment if I could have Orcs to do it. It is a toughness & leadership thing. There is a reason why Goblins work on warmachines, far away from the frontlines and still get a Orc overseer to keep them there (or as a helping hand if a hunting party attacks).
2.)Why on gods green world, would I try to pin an enemy with Goblins, if I could have an Orc regiment to do a better job? Goblin only army, yeah sure. Nothing else there but in a O&G composition?
3.)Which Goblins can do even with 160 noses per unit. And so we have another fine canon fodder example why one or two of this unist can not hurt
Your thunderfall example, when is decided when the goblins take a leadership test? At 25% casualties like in the TT? Another crunchy rnumber because Warmachines are probably more destructive since they are several ones per slot? They will take their breaktest fast enough. No way around it, besides dirty tricks and nearby leaders. I do not see how it would make a difference if the goblin unit here would be 300 instead of 160. The tabletop rule is "the bigger the unit, the better for a stonethrower/mortar/etc template". But again, I do not know how the gameplay mechanic will work in detail. Without that, it is kinda mood to speculate that "bigger will be better".
So back to the basics: Goblins can fulfill specific roles but they are not your tank unit. They are not your damage dealer. Depending on how the game crunches numbers, they might even not worth to use as flank support. Even if you would get 300 per slot, that would not change. There is a reason, why in TT nightgoblin units are taken for the minimal points and maximum fanatic power. There is a reason why an O&G army has one or two big orc regiments instead of goblins.
That said, there is the option to play Goblin only armies (like I do @TT). If Goblins is everything you have, then you take big regiments. Since they have to tank. Damage however, comes from somewehre else (Squigs, Trolls, chariots, plenty of warmachines, entire rows of goblin heroes in your regiments). But as mentioned before, *if* such a gameplay mechanic comes, it would be with Skarsnik. For the lol-effect I think we can build a Goblin army around Grimgork but in TT, we have the proper tools to do so (magic items, several heroes in one regiment). As far as we know, we do not even have Squigs yet. I would not field a Goblin army without these beauties...so why the fuzz about Goblin numbers now? ^^
-----Red Dox
-----Red Dox