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HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Night Goblin Archers
Night Goblin Archers BonerattlazBonerattlaz Missile Infantry

Night Goblin Archers

Raining arrows from a distance is the preferred Greenskin tactic.

Night Goblins are well suited to their subterranean existence. They range in size, but many are on the stunted side, which better enables the spiteful creatures to move quickly through the tight cavernways below ground. Night Goblins are easily marked out from other Greenskins as they wear long, dark, hooded cloaks, in part to blend in with the poorly lit tunnels but mostly to protect themselves from the hated sunlight should they venture above ground. Given a choice, Night Goblins only leave their underground lairs at night or when the sun is shrouded by cloud or gloomspell. When they do emerge, Night Goblins launch deadly raids, ambush travellers in mountain passes, and commit countless other malicious deeds. They are particular enemies of the Dwarfs, and the two races share a long history of bitter battles on mountainous peaks and below ground.

Night Goblin Archers

Unit Name

Night Goblin Archers

Main Unit Key

wh_main_grn_inf_night_goblin_archers

Land Unit Key

wh_main_grn_inf_night_goblin_archers

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

475

Recruitment Cost

475

Upkeep Cost

119

Number of Units

120

Hit Points

6480

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_sword_bow

├ Man Entity

wh_main_grn_inf_night_goblin_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

46

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

none

Missile Block Chance

0

Leadership

40

Speed

35

└ Man Speed

35

Melee Attack

15

Melee Defence

20

Weapon Strength

27

├ Melee Weapon

wh_main_grn_goblin_sword_poison

Base Weapon Damage

21

Armour-Piercing Weapon Damage

6

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

7

Ammunition

24

Range

115

Missile Strength

14

├ Missile Weapon

wh_main_grn_goblin_bow_poison

├ Projectile

wh_grn_goblin_arrow_poison_night_goblin

Base Missile Damage

10

Armour-Piercing Missile Damage

1

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
  • 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.
  • 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.
  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.