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HomeHome / Total War: WARHAMMER III / Stuff-Snatchers / Units / Night Goblin Warboss
Night Goblin Warboss Stuff-SnatchersStuff-Snatchers Lords

Night Goblin Warboss

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.

Night Goblin Warboss

Unit Name

Night Goblin Warboss

Main Unit Key

wh_dlc06_grn_cha_night_goblin_warboss_0

Land Unit Key

wh_dlc06_grn_cha_night_goblin_warboss_0

Land Unit Group Parents

Lords

Land Unit Group

Sword Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

550

Recruitment Cost

500

Upkeep Cost

125

Number of Units

1

Hit Points

3869

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_spear_and_shield

├ Man Entity

wh_main_grn_cha_goblin_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3861

Mass

350

└ Man Mass

350.0000

Armour

25

├ Armour

wh2_main_leather_25

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

60

Speed

35

└ Man Speed

35

Melee Attack

45

Melee Defence

53

Weapon Strength

400

├ Melee Weapon

wh_dlc06_grn_goblin_spear_hero_general_poison

Base Weapon Damage

260

Armour-Piercing Weapon Damage

140

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • Da Boss' Loons
    Force-feeding madness-inducing fungus brew to your minions can be advantageous but risky, with wholly unpredictable results.
  • Fermented Fungi
    Rotten mushroom gas wafted towards the enemy can cause them to lose their mind at the worst possible moment in battle.
    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%
  • Spite of Da Bad Moon
    Da Bad Moon offers heightened pugnacity to its weird and disgusting worshippers, spurring them to dish out even more pain.
    Bonus vs. Large +16
    Armour-Piercing Weapon Damage x 125%
    Base Weapon Damage x 125%
  • Get Back 'Ere!
    Da Boss ain't ready to run an' so expects da boyz to stay put too!
    Leadership +16

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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Stalk
    This unit can move hidden in any terrain.

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.
  • Poison Attacks
    The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage.
  • Melee Expert
    Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]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.
Faction Availability
Immortal Empires