Left Panel
menu
HomeHome / Total War: WARHAMMER III / Crooked Moon / Units / Goblin Big Boss
Goblin Big Boss Crooked MoonCrooked Moon Heroes

Goblin Big Boss

Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.

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.

Goblin Big Boss

Unit Name

Goblin Big Boss

Main Unit Key

wh_main_grn_cha_goblin_big_boss_4

Land Unit Key

wh_main_grn_cha_goblin_big_boss_4

Land Unit Group Parents

Heroes

Land Unit Group

Melee Specialist

Caste

Hero

Category

War Machine

Class

Command

Custom Battle Cost

600

Recruitment Cost

800

Upkeep Cost

200

Number of Units

1

Hit Points

4357

├ Mount

2

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_wm_wolf_chariot01_sword_and_shield

├ Engines of War

wh_main_grn_chariot_wolf

├ 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

1

├ Man Entity

wh_main_grn_cha_goblin_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

2

└ Bonus Hit Points

4325

Mass

1100

├ Engine Mass

750.0000

└ Man Mass

350.0000

Armour

45

├ Armour

wh2_main_leather_45

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

55

Speed

90

├ Engine Speed

90

└ Man Speed

35

Melee Attack

30

Melee Defence

20

Weapon Strength

250

├ Melee Weapon

wh_main_grn_wolf_chariot_hero_great_shaman

Base Weapon Damage

180

Armour-Piercing Weapon Damage

70

Bonus vs. Large

0

Bonus vs. Infantry

30

Charge Bonus

80

Abilities

  • They Needs Stabbin’
    "Get yer stabbers out, boys. We ain’t leavin’ ‘til they's fulla gashes!"
    Armour -30
    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%
  • Slippery
    Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
    Speed x 125%
    Melee Defence +24

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

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.
  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
  • 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.