Night Goblin Warboss (Great Cave Squig)
Although not as mighty as Orcs, Night Goblins nevertheless control their forces through fear and savage, macabre bloodlust.Orcs determine their hierarchy in a simple manner - the biggest and best fighter takes control. Goblins follow a less straightforward path to the top ranks, as they are both more devious and more cowardly than their brutish Orc cousins. Underhanded ploys and strategy are the preferred tactics for Goblins; although straight-up fighting is still an option, it is one that is typically left to the especially desperate. All Goblins use dirty tricks, with the best schemers being the most dangerous of their diminutive kind and the most likely to rise through the ranks. Those Goblins that make it to the very top are known as Warbosses or Warlords, although some of the more outlandish tribes might use more localised names such as a Wolf-khan, Grand Despot, Potentate, Bogtator, Chieftain-king or Great Grif.
Unit Name Night Goblin Warboss (Great Cave Squig) |
Main Unit Key wh_dlc06_grn_cha_night_goblin_warboss_1 |
Land Unit Key wh_dlc06_grn_cha_night_goblin_warboss_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Cavalry |
Naval Unit Group Cavalry |
Soldiers 1 |
Caste Lord |
Category Cavalry |
Class Command |
Cost 1000 |
Recruitment Cost 850 |
Upkeep Cost 213 |
Melee Attack 45 |
400 |
├ Melee Weapon wh_dlc06_grn_spear_squig_hero |
├ Melee Damage Base 140 |
├ Melee Damage Ap 260 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 40 |
Charge Bonus 65 |
53 |
├ Base Defence 53 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_heavy_metal_55 |
├ Armour Defence 55 |
└ Shield Armour 35 |
4464 |
├ Man Entity wh_main_grn_cha_goblin_hero_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
├ Bonus Hit Points 4448 |
├ Mount wh_dlc06_grn_mnt_great_cave_squig |
├ Mount Entity wh_dlc06_grn_mnt_great_cave_squig |
├ Mount Speed 82 |
└ Mount Health 8 |
Leadership (Base Morale) 60 |
Abilities
- Da Boss' Loons
Force-feeding madness-inducing fungus brew to your minions can be advantageous but risky, with wholly unpredictable results. - Fermented Fungi
Rotten mushroom gas wafted towards the enemy can cause them to lose their mind at the worst possible moment in battle. - Get Back 'Ere!
Da Boss ain't ready to run an' so expects da boyz to stay put too!
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
Strengths & Weaknesses
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area. - Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage. - Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Faction Availability | |
---|---|
The Eye of the Vortex |