Night Goblin Archers (Fanatics)
Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.Night Goblins are well suited to their subterranean existence. They range in size, but many are on the stunted side, which better enables the spiteful creatures to move quickly through the tight cavernways below ground. Night Goblins are easily marked out from other Greenskins as they wear long, dark, hooded cloaks, in part to blend in with the poorly lit tunnels but mostly to protect themselves from the hated sunlight should they venture above ground. Given a choice, Night Goblins only leave their underground lairs at night or when the sun is shrouded by cloud or gloomspell. When they do emerge, Night Goblins launch deadly raids, ambush travellers in mountain passes, and commit countless other malicious deeds. They are particular enemies of the Dwarfs, and the two races share a long history of bitter battles on mountainous peaks and below ground.
Unit Name Night Goblin Archers (Fanatics) |
Main Unit Key wh_main_grn_inf_night_goblin_fanatics_1 |
Land Unit Key wh_main_grn_inf_night_goblin_fanatics_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Infantry |
Naval Unit Group Missile Infantry |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 575 |
Recruitment Cost 575 |
Upkeep Cost 144 |
11 |
├ Missile Weapon wh_main_grn_goblin_bow_poison |
├ Projectile wh_grn_goblin_arrow_poison_night_goblin |
├ Missile Damage 10 |
├ Missile Ap Damage 1 |
└ Base Reload Time 8 |
Accuracy 10 |
Range 115 |
Reload 10 |
Shots Per Minute 8.3 |
Ammunition 24 |
Melee Attack 15 |
27 |
├ Melee Weapon wh_main_grn_goblin_sword_poison |
├ Melee Damage Base 21 |
├ Melee Damage Ap 6 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 7 |
20 |
├ Base Defence 20 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
54 |
├ Man Entity wh_main_grn_inf_night_goblin_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 46 |
Leadership (Base Morale) 40 |
Abilities
- Spinning Loons
Sent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!
Attributes
- Expendable
Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable. - {{tr:guerrilla_deployment}}
- Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Special Ranged Weapon
This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks. - Weak Against Armour
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies. - Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected. - Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |