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Da Warlord's Boyz (Night Goblins) The Bloody HandzThe Bloody Handz Melee Infantry

Da Warlord's Boyz (Night Goblins)

A bunch of sneaky, venal, stabby gits - a suitably befitting bodyguard for the treacherous Warlord of the Eight Peaks.

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.

Da Warlord's Boyz (Night Goblins)

Unit Name

Da Warlord's Boyz (Night Goblins)

Main Unit Key

wh_dlc06_grn_inf_da_warlords_boyz_0

Land Unit Key

wh_dlc06_grn_inf_da_warlords_boyz_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Sword Infantry

Naval Unit Group

Sword Infantry

Soldiers

160

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

550

Recruitment Cost

550

Upkeep Cost

138

Melee Attack

36

Weapon Strength (Weapon Damage)

27

├ Melee Weapon

wh_dlc06_grn_goblin_sword_rustblight

├ Melee Damage Base

22

├ Melee Damage Ap

5

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

12

Melee Defence

33

├ Base Defence

33

├ Shield

wh_missile_block_55_wood

└ Shield Defence

0

Armour

70

├ Armour

wh_main_grn_cloth

├ Armour Defence

15

└ Shield Armour

55

Health

48

├ Man Entity

wh_main_grn_inf_goblin_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

40

Leadership (Base Morale)

50

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).
  • Stalk
    This unit can move hidden in any terrain.

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.
  • Armour-Sundering
    The armour-splitting attacks of this unit can significantly weaken the target's armour.
  • Stalk
    This unit can move hidden in any terrain.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 wh_dlc06_grn_units_of_renown_pool 1 100 1 1