Squig Herd
One incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare!Cave Squigs are found far beneath the World's Edge Mountains. They are improbable creatures, part-fungus and part-flesh with spheroid bodies, beady eyes and gaping maws dominated by row upon row of dagger-like teeth. Night Goblins hunt Cave Squigs for a number of purposes. Squig hide is very useful and Squig meat is considered a delicacy. Some are captured and reared to become guard creatures or pets to affluent Boss-types (no other could afford to feed such voracious beasts). In times of need, Squigs are driven into battle to devastating effect. When all goes well, a Night Goblin Squig Herd can chomp through any opposition. When it goes wrong, such as when all their Night Goblin Herders are slain, the remaining Cave Squigs quickly disperse. Driven mad by noise and prodding, Cave Squigs are eager to scatter in all directions, snapping at anything in their way, including other mobs on their own side. Night Goblins, being a bit deranged, don't seem to mind such a risk - as long as it is somebody else being bitten in two by suddenly rampaging, wild Cave Squigs.
Unit Name Squig Herd |
Main Unit Key wh_dlc06_grn_inf_squig_herd_0 |
Land Unit Key wh_dlc06_grn_inf_squig_herd_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group War Beasts |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 350 |
Recruitment Cost 300 |
Upkeep Cost 75 |
Number of Units 40 |
5320 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts rp2_squig_herd |
├ Man Entity wh_dlc06_grn_inf_squig |
├ Man Hit Points 8 |
├ Num Men 40 |
└ Bonus Hit Points 125 |
800 |
└ Man Mass 800.0000 |
50 |
├ Armour wh2_main_leather_50 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 36 |
58 |
└ Man Speed 58 |
Melee Attack 26 |
20 |
33 |
├ Melee Weapon wh_dlc06_grn_squig_maw |
├ Base Weapon Damage 9 |
├ Armour-Piercing Weapon Damage 24 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 11 |
Charge Bonus 40 |
Abilities
-
Squigs Go Wild
If a Squig is not told what to bite, it will bite anything. Me, you, itself - anything!
Leadership +12
Attributes
-
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). -
Rampage
When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Strengths & Weaknesses
- Armour-Piercing
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. - Anti-Infantry
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. - Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range. - Rampage
When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |