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 |
Custom Battle Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
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 none |
└ Shield Defence 0 |
55 |
├ Armour wh_dlc06_grn_goblin_armoured_squig_hero |
├ Armour Defence 55 |
└ Shield Armour 0 |
4061 |
├ Man Entity wh_main_grn_cha_goblin_hero_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
├ Bonus Hit Points 4045 |
├ Mount wh_dlc06_grn_mnt_great_cave_squig |
├ Mount Entity wh_dlc06_grn_mnt_great_cave_squig |
├ Mount Speed 84 |
└ Mount Health 8 |
Leadership (Base Morale) 60 |
Abilities
- Spite of Da Bad Moon
Da Bad Moon offers protection to its weird and disgusting worshippers, shielding them from harm. - Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops. - Waaagh!
The Warboss lifts his head and unleashes a mighty "WAAAGH!" – the boyz echo this terrifying roar as the entire Greenskin horde surges towards the enemy!
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close.
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. - Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour. - 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 effects a large area. - 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.