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HomeHome / Total War: WARHAMMER II / Greenskins (Mortal Empires) / Units / Night Goblin Archers (Fanatics)
Night Goblin Archers (Fanatics) Greenskins (Mortal Empires)Greenskins (Mortal Empires) Missile Infantry

Night Goblin Archers (Fanatics)

Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.

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.

Night Goblin Archers (Fanatics)

Unit Name

Night Goblin Archers (Fanatics)

Main Unit Key

wh_main_grn_inf_night_goblin_fanatics_1

Land Unit Key

wh_main_grn_inf_night_goblin_fanatics_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

120

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

575

Recruitment Cost

575

Upkeep Cost

144

Missile Damage

11

├ Missile Weapon

wh_main_grn_goblin_bow_poison

├ Projectile

wh_grn_goblin_arrow_poison_night_goblin

├ Missile Damage

10

├ Missile Ap Damage

1

└ Base Reload Time

8

Accuracy

10

Range

115

Reload

10

Shots Per Minute

8.3

Ammunition

24

Melee Attack

15

Weapon Strength (Weapon Damage)

27

├ Melee Weapon

wh_main_grn_goblin_sword_poison

├ Melee Damage Base

21

├ Melee Damage Ap

6

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

7

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_leather_15

├ Armour Defence

15

└ Shield Armour

0

Health

54

├ Man Entity

wh_main_grn_inf_night_goblin_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

46

Leadership (Base Morale)

40

Abilities

  • Spinning Loons
    Sent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!

Attributes

  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
  • {{tr:guerrilla_deployment}}
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage.
Requires Buildings
Night Goblin Archers (Fanatics) Lv. 0 Black Orc Barracks
Black Orc Barracks
(wh_main_grn_military_4)
Level 3