Goblin Big Boss (Giant Wolf)
Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.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 Name Goblin Big Boss (Giant Wolf) |
Main Unit Key wh_main_grn_cha_goblin_big_boss_1 |
Land Unit Key wh_main_grn_cha_goblin_big_boss_1 |
Land Unit Group Parents Heroes |
Land Unit Group Melee Specialist |
Caste Hero |
Category Cavalry |
Class Command |
Custom Battle Cost 400 |
Recruitment Cost 600 |
Upkeep Cost 150 |
Number of Units 1 |
3928 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu5_goblin_wf1_wolf_spear_and_shield |
├ Man Entity wh_main_grn_cha_goblin_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3920 |
350 |
└ Man Mass 350.0000 |
35 |
├ Armour wh2_main_leather_35 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 55 |
35 |
└ Man Speed 35 |
Melee Attack 40 |
48 |
360 |
├ Melee Weapon wh_main_grn_goblin_sword_hero |
├ Base Weapon Damage 240 |
├ Armour-Piercing Weapon Damage 120 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 50 |
Abilities
-
They Needs Stabbin’
"Get yer stabbers out, boys. We ain’t leavin’ ‘til they's fulla gashes!"
Armour -30
Melee Defence -24 -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Slippery
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Speed x 125%
Melee Defence +24
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the 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.
Strengths & Weaknesses
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - Duellist
This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |