Night Goblin Warboss (Great Cave Squig)Although not as mighty as Orcs, Night Goblins nevertheless control their forces through fear and savage, macabre bloodlust.
Orcs determine their hierarchy in a simple manner - the biggest and best fighter takes control. Goblins follow a less straightforward path to the top ranks, as they are both more devious and more cowardly than their brutish Orc cousins. Underhanded ploys and strategy are the preferred tactics for Goblins; although straight-up fighting is still an option, it is one that is typically left to the especially desperate. All Goblins use dirty tricks, with the best schemers being the most dangerous of their diminutive kind and the most likely to rise through the ranks. Those Goblins that make it to the very top are known as Warbosses or Warlords, although some of the more outlandish tribes might use more localised names such as a Wolf-khan, Grand Despot, Potentate, Bogtator, Chieftain-king or Great Grif.
Unit NameNight Goblin Warboss (Great Cave Squig)
Main Unit Keywh_dlc06_grn_cha_night_goblin_warboss_1
Land Unit Keywh_dlc06_grn_cha_night_goblin_warboss_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupCavalry
Naval Unit GroupCavalry
Custom Battle Cost850
├ Melee Weaponwh_dlc06_grn_spear_squig_hero
├ Melee Damage Base140
├ Melee Damage Ap260
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry40
├ Base Defence53
└ Shield Defence0
├ Armour Defence55
└ Shield Armour35
├ Man Entitywh_main_grn_cha_goblin_hero_blood_dismembers
├ Man Speed35
├ Man Health8
├ Bonus Hit Points4448
├ Mount Entitywh_dlc06_grn_mnt_great_cave_squig
├ Mount Speed82
└ Mount Health8
Leadership (Base Morale)60
- Spite of Da Bad Moon
Da Bad Moon offers protection to its weird and disgusting worshippers, shielding them from harm.
- Get Back 'Ere!
Da Boss ain't ready to run an' so expects da boyz to stay put too!
The Warboss lifts his head and unleashes a mighty "WAAAGH!" – the boyz echo this terrifying roar as the entire Greenskin horde surges towards the enemy!
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- 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
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
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.
- Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage.
- Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.