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HomeHome / Total War: WARHAMMER III / Crooked Moon / Units / Mogrubb's Mangy Marauders (Goblin Wolf Archers)
Mogrubb's Mangy Marauders (Goblin Wolf Archers) Crooked MoonCrooked Moon Missile Cavalry & Chariots

Mogrubb's Mangy Marauders (Goblin Wolf Archers)

Dishevelled and mange-ridden, these wolves (and their riders) are savage beasts all the same.

Goblin Wolf Riders are dangerously fast, able to outride all other beasts save perhaps the swift steeds of the Elves. Some Wolf Rider mobs use bows to fill their enemies with arrows. They lope into range, unleash a hail of arrows, and then retreat before the foe can respond. Wolf Riders often harass the flanks of oncoming troops, but have also been known to charge into smaller (and more vulnerable) units such as war machines and enemy scouts. Other Wolf Rider mobs are more heavily armoured and these Goblins will dare to lower their spears and attack larger formations, howling as they crash headlong into enemy troops. However, it is often said that the snarling wolves are more formidable foes than the Goblins who ride atop their shaggy backs. More than one Warboss has found out that "dog boyz" are not always reliable, finding Wolf Riders as quick to leave the battlefield as they are to launch an attack.

Mogrubb's Mangy Marauders (Goblin Wolf Archers)

Unit Name

Mogrubb's Mangy Marauders (Goblin Wolf Archers)

Main Unit Key

wh_dlc06_grn_cav_mogrubbs_marauders_0

Land Unit Key

wh_dlc06_grn_cav_mogrubbs_marauders_0

Land Unit Group Parents

Missile Cavalry & Chariots

Land Unit Group

Missile Cavalry

Caste

Missile Cavalry

Category

Cavalry

Class

Missile Cavalry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

145

Number of Units

80

Hit Points

3920

├ Mount

80

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_wf1_wolf_sword_bow

├ Man Entity

wh_main_grn_inf_goblin_cav_blood

├ Man Hit Points

8

├ Num Men

80

└ Bonus Hit Points

41

Mass

90

└ Man Mass

90.0000

Armour

25

├ Armour

wh2_main_leather_25

├ Shield

none

Missile Block Chance

0

Leadership

48

Speed

33

└ Man Speed

33

Melee Attack

20

Melee Defence

19

Weapon Strength

24

├ Melee Weapon

wh_main_sword_short

Base Weapon Damage

21

Armour-Piercing Weapon Damage

3

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

18

Ammunition

18

Range

100

Missile Strength

17

├ Missile Weapon

wh_dlc06_grn_goblin_bow_mogrubb

├ Projectile

wh_dlc06_grn_goblin_arrow_mogrubb

Base Missile Damage

1

Armour-Piercing Missile Damage

10

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

6.56

Accuracy

33

Reload Skill

18

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Recuitment Requirement
Maximum Number 1