Teef Robbers (Goblin Wolf Chariots)
After riding their enemies down, what grim prize these Goblins claim is their own dark, devilish business.It wasn't long after they first started using giant wolves as cavalry that Goblin armies began to field wolf-drawn chariots. Cobbled together out of crudely hacked wood or scavenged materials and lashed tight with gutstring cords, all Greenskins hold such rickety constructions in high regard. To be able to rumble across a battlefield mounted atop a chariot is a clear sign of importance. Many tribal Chieftains prefer to ride in chariots, trying to outdo their rivals by fielding the fastest and flashiest contraption.
Unit Name Teef Robbers (Goblin Wolf Chariots) |
Main Unit Key wh_dlc06_grn_cav_teef_robbers_0 |
Land Unit Key wh_dlc06_grn_cav_teef_robbers_0 |
Land Unit Group Parents Missile Cavalry & Chariots |
Land Unit Group Missile Chariot |
Caste Chariot |
Category War Machine |
Class Chariot |
Custom Battle Cost 650 |
Recruitment Cost 650 |
Upkeep Cost 163 |
Number of Units 8 |
6304 |
├ Mount 2 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu5_goblin_wm_wolf_chariot01_bow |
├ Engines of War wh_dlc06_grn_chariot_wolf_robbers |
├ Engine Entity wh_main_vehicle_grn_wolf_chariot |
├ Engine Hit Points 8 |
├ Articulated wh_main_grn_wolf_chariot |
├ Articulated Entity wh_main_vehicle_grn_wolf_chariot_articulation |
├ Articulated Hit Points 8 |
├ Num Engines 8 |
├ Man Entity wh_main_grn_inf_goblin_cav_blood |
├ Man Hit Points 8 |
├ Num Men 24 |
└ Bonus Hit Points 748 |
840 |
├ Engine Mass 750.0000 |
└ Man Mass 90.0000 |
45 |
├ Armour wh2_main_leather_45 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 55 |
90 |
├ Engine Speed 90 |
└ Man Speed 33 |
Melee Attack 22 |
27 |
24 |
├ Melee Weapon wh_main_grn_wolf_chariot |
├ Base Weapon Damage 18 |
├ Armour-Piercing Weapon Damage 6 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 12 |
Charge Bonus 38 |
Ammunition 23 |
Range 115 |
89 |
├ Missile Weapon wh_main_grn_wolf_chariot_bow |
├ Projectile wh_grn_wolf_chariot_arrow |
├ Base Missile Damage 19 |
├ Armour-Piercing Missile Damage 3 |
├ Number of Projectiles 1 |
├ Shots per volley 2 |
└ Reload Time 4.92 |
Accuracy 33 |
Reload Skill 18 |
Abilities
No Ability
Attributes
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Strengths & Weaknesses
- Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - 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. - 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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |