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HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Teef Robbers (Goblin Wolf Chariots)
Teef Robbers (Goblin Wolf Chariots) BonerattlazBonerattlaz Missile Cavalry & Chariots

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.

Teef Robbers (Goblin Wolf Chariots)

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

Hit Points

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

Mass

840

├ Engine Mass

750.0000

└ Man Mass

90.0000

Armour

45

├ Armour

wh2_main_leather_45

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

90

├ Engine Speed

90

└ Man Speed

33

Melee Attack

22

Melee Defence

27

Weapon Strength

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

Missile Strength

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