Squig HerdOne incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare!
Cave Squigs are found far beneath the World's Edge Mountains. They are improbable creatures, part-fungus and part-flesh with spheroid bodies, beady eyes and gaping maws dominated by row upon row of dagger-like teeth. Night Goblins hunt Cave Squigs for a number of purposes. Squig hide is very useful and Squig meat is considered a delicacy. Some are captured and reared to become guard creatures or pets to affluent Boss-types (no other could afford to feed such voracious beasts). In times of need, Squigs are driven into battle to devastating effect. When all goes well, a Night Goblin Squig Herd can chomp through any opposition. When it goes wrong, such as when all their Night Goblin Herders are slain, the remaining Cave Squigs quickly disperse. Driven mad by noise and prodding, Cave Squigs are eager to scatter in all directions, snapping at anything in their way, including other mobs on their own side. Night Goblins, being a bit deranged, don't seem to mind such a risk - as long as it is somebody else being bitten in two by suddenly rampaging, wild Cave Squigs.
Unit NameSquig Herd
Main Unit Keywh_dlc06_grn_inf_squig_herd_0
Land Unit Keywh_dlc06_grn_inf_squig_herd_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWar Beasts
Naval Unit GroupWar Beasts
Custom Battle Cost500
├ Melee Weaponwh_dlc06_grn_squig_maw
├ Melee Damage Base8
├ Melee Damage Ap23
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry11
├ Base Defence18
└ Shield Defence0
├ Armour Defence50
└ Shield Armour0
├ Man Entitywh_dlc06_grn_inf_squig
├ Man Speed58
├ Man Health8
└ Bonus Hit Points100
Leadership (Base Morale)36
- Squigs Go Wild
If a Squig is not told what to bite, it will bite anything. Me, you, itself - anything!
- 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
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
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.
- Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
|The Season of Revelation|