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HomeHome / Total War: WARHAMMER / The Bloody Handz / Units / Orc Arrer Boyz
Orc Arrer Boyz The Bloody HandzThe Bloody Handz Missile Infantry

Orc Arrer Boyz

From afar, Arrer Boyz rain down arrows upon their enemies. Accuracy be damned, quantity is all.

Some Orcs carry bows. These Orcs, known as Arrer Boyz, are viewed suspiciously by the rest of da Boyz, for archery is considered a bit "Gobliny". As Arrer Boyz can prove their prowess in combat, such oddities can be overlooked. Still, it is best not to camp next to Arrer Boyz, as a hail of arrows periodically pincushions passers-by. Yelling rude names at Arrer Boyz is a proven way to alleviate camp boredom and the start of many a good ruckus. Arrer Boy Bosses are notorious dead-eye shots that often order their mobs to keep shooting corpses long after their foes have fallen as "it's good practice".

Orc Arrer Boyz

Unit Name

Orc Arrer Boyz

Main Unit Key

wh_main_grn_inf_orc_arrer_boyz

Land Unit Key

wh_main_grn_inf_orc_arrer_boyz

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

90

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

500

Recruitment Cost

500

Upkeep Cost

125

Missile Damage

20

├ Missile Weapon

wh_main_grn_orc_bow

├ Projectile

wh_grn_orc_arrow

├ Missile Damage

15

├ Missile Ap Damage

5

└ Base Reload Time

11

Accuracy

10

Range

140

Reload

10

Shots Per Minute

6.1

Ammunition

22

Melee Attack

23

Weapon Strength (Weapon Damage)

34

├ Melee Weapon

wh_main_grn_choppa

├ Melee Damage Base

26

├ Melee Damage Ap

8

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

10

Melee Defence

14

├ Base Defence

14

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh_main_grn_orc_leather

├ Armour Defence

30

└ Shield Armour

0

Health

65

├ Man Entity

wh_main_grn_inf_orc_blood_dismembers

├ Man Speed

31

├ Man Health

8

└ Bonus Hit Points

57

Leadership (Base Morale)

55

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Decent Melee Combatant
    Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Poor Accuracy
    This unit's attacks are prone to go stray.
Requires Buildings
Orc Arrer Boyz Lv. 0 Brawlin' Groundz
Brawlin' Groundz
(wh_main_grn_military_2)
Level 1
Fightin' Pit
Fightin' Pit
(wh_main_grn_military_3)
Level 2
Black Orc Barracks
Black Orc Barracks
(wh_main_grn_military_4)
Level 3
Garrison Buildings
Orc Arrer Boyz x 2 Goblin Watch Tower
Goblin Watch Tower
(wh_main_grn_garrison_1)
Level 0
Orc Guard House
Orc Guard House
(wh_main_grn_garrison_2)
Level 1
Greenskin Camp
Greenskin Camp
(wh_main_grn_settlement_major_2)
Level 2
Greenskin Camp
Greenskin Camp
(wh_main_grn_settlement_major_2_coast)
Level 2
Wurrzag's Camp
Wurrzag's Camp
(wh_main_grn_settlement_major_2_coast_wurrzag)
Level 2
Wurrzag's Camp
Wurrzag's Camp
(wh_main_grn_settlement_major_2_wurrzag)
Level 2
Ditches
Ditches
(wh_main_grn_walls_1)
Level 0
Stakes
Stakes
(wh_main_grn_walls_2)
Level 1
Occupied Karaz-a-Karak (Greenskin Camp)
Occupied Karaz-a-Karak (Greenskin Camp)
(wh_main_special_settlement_karaz_a_karak_2_grn)
Level 2
Orc Arrer Boyz x 4 Black Crag (Greenskin Hideout)
Black Crag (Greenskin Hideout)
(wh_main_special_settlement_black_crag_1_grn)
Level 1
Orc Arrer Boyz x 6 Black Crag (Greenskin Camp)
Black Crag (Greenskin Camp)
(wh_main_special_settlement_black_crag_2_grn)
Level 2
Black Crag (Greenskin Encampment)
Black Crag (Greenskin Encampment)
(wh_main_special_settlement_black_crag_3_grn)
Level 3
Black Crag (Greenskin Fort)
Black Crag (Greenskin Fort)
(wh_main_special_settlement_black_crag_4_grn)
Level 4
Black Crag (Greenskin Stronghold)
Black Crag (Greenskin Stronghold)
(wh_main_special_settlement_black_crag_5_grn)
Level 5