Mogrubb's Mangy Marauders (Goblin Wolf Archers)
Dishevelled and mange-ridden, these wolves (and their riders) are savage beasts all the same.Goblin Wolf Riders are dangerously fast, able to outride all other beasts save perhaps the swift steeds of the Elves. Some Wolf Rider mobs use bows to fill their enemies with arrows. They lope into range, unleash a hail of arrows, and then retreat before the foe can respond. Wolf Riders often harass the flanks of oncoming troops, but have also been known to charge into smaller (and more vulnerable) units such as war machines and enemy scouts. Other Wolf Rider mobs are more heavily armoured and these Goblins will dare to lower their spears and attack larger formations, howling as they crash headlong into enemy troops. However, it is often said that the snarling wolves are more formidable foes than the Goblins who ride atop their shaggy backs. More than one Warboss has found out that "dog boyz" are not always reliable, finding Wolf Riders as quick to leave the battlefield as they are to launch an attack.
Unit Name Mogrubb's Mangy Marauders (Goblin Wolf Archers) |
Main Unit Key wh_dlc06_grn_cav_mogrubbs_marauders_0 |
Land Unit Key wh_dlc06_grn_cav_mogrubbs_marauders_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Cavalry |
Naval Unit Group Missile Cavalry |
Soldiers 80 |
Caste Missile Cavalry |
Category Cavalry |
Class Missile Cavalry |
Cost 600 |
Recruitment Cost 600 |
Upkeep Cost 150 |
11 |
├ Missile Weapon wh_dlc06_grn_goblin_bow_mogrubb |
├ Projectile wh_dlc06_grn_goblin_arrow_mogrubb |
├ Missile Damage 1 |
├ Missile Ap Damage 10 |
└ Base Reload Time 8 |
Accuracy 33 |
Range 100 |
Reload 30 |
Shots Per Minute 10.7 |
Ammunition 18 |
Melee Attack 20 |
24 |
├ Melee Weapon wh_main_sword_short |
├ Melee Damage Base 21 |
├ Melee Damage Ap 3 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 10 |
19 |
├ Base Defence 19 |
├ Shield none |
└ Shield Defence 0 |
25 |
├ Armour wh2_main_leather_25 |
├ Armour Defence 25 |
└ Shield Armour 0 |
57 |
├ Man Entity wh_main_grn_inf_goblin_cav_blood |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 41 |
├ Mount wh_dlc06_grn_mnt_giant_wolf_marauders |
├ Mount Entity wh_main_grn_wolf_mount_blood |
├ Mount Speed 92 |
└ Mount Health 8 |
Leadership (Base Morale) 48 |
Abilities
No Ability
Attributes
- {{tr:guerrilla_deployment}}
- 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). - Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - Armour-Piercing Missiles
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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |