Another point of evil koboldness is to only have 3 foot ceilings (or normal ceilings that can collapse down to 3 foot tall ceilings). This will allow the kobolds to volley arrows and run and hide from most PCs. Remember 100 kobold archers will roll 10 natural 20s per round on average. So if they volley and then scamper each volley 1d6 * 10 can take a good chunk out of most PCs especially wizards. Although a simple protection from arrows spell can neutralize this.
Kobold strengths are 30 foot movement, dark vision out to 30, mining and trap making.
Kobold possible strengths are being small creatures and cunning
Kobold weaknesses are limited hit points and they are bad in melee
To maximize the effectiveness use hit and run tactics. The run part is especially fun when the kobolds run through a mine field of traps. Remember 1 fireball can take out most of the tribe of kobolds.
I'd throw at least 200 kobolds against a 12th level party per encounter.
Kobold strengths are 30 foot movement, dark vision out to 30, mining and trap making.
Kobold possible strengths are being small creatures and cunning
Kobold weaknesses are limited hit points and they are bad in melee
To maximize the effectiveness use hit and run tactics. The run part is especially fun when the kobolds run through a mine field of traps. Remember 1 fireball can take out most of the tribe of kobolds.
I'd throw at least 200 kobolds against a 12th level party per encounter.