Durkit's Squigs (Night Goblin Squig Hoppers)Riding a Squig is a dangerous, foolish business. Goblins, however, are better riders than most, so live slightly longer.
Once, in a reckless mood, a Squig Herder dared to leap upon the back of one of his catches. Driven to new heights of fury by the unexpected rider, the Cave Squig responded by bouncing with unflagging enthusiasm. The rider flailed about, screaming in a high-pitched manner while desperately holding on. This provided great entertainment and the remaining Herders cheered and cackled every time the Squig unseated its unwanted guest. Although the incident ended with both Squig and rider skewered atop a wickedly sharp stalagmite, it was an impressive enough spectacle to inspire the onlookers. Thus the tradition of riding atop Squigs was born and the first mob of Squig Hoppers soon followed. When the living balls of muscle, teeth and claws actually manage to bounce into the enemy, they deliver quite a blow. Squigs use their gaping maws and prodigious strength to gouge and tear, often biting victims in two. Their riders are far too preoccupied with clinging on to add their own meagre contributions. This doesn't stop some Night Goblins from bringing along clubs or weapons, but these are mere props brandished when bragging about their (mostly fictitious) heroic deeds.
Unit NameDurkit's Squigs (Night Goblin Squig Hoppers)
Main Unit Keywh_dlc06_grn_cav_durkits_squigs_0
Land Unit Keywh_dlc06_grn_cav_durkits_squigs_0
Naval Unit Keywh_main_shp_transport
Custom Battle Cost750
├ Melee Weaponwh_dlc06_grn_goblin_sword_squig_hopper
├ Melee Damage Base21
├ Melee Damage Ap6
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry9
├ Base Defence31
└ Shield Defence0
├ Armour Defence25
└ Shield Armour0
├ Man Entitywh_main_grn_inf_goblin_cav_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points66
├ Mount Entitywh_dlc06_grn_mnt_squig
├ Mount Speed84
└ Mount Health8
Leadership (Base Morale)60
- 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
No Strengths and Weaknesses
Faction Mercenaries Pool