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HomeHome / Total War: WARHAMMER III / Crooked Moon / Units / Night Goblin Archers (Fanatics)
Night Goblin Archers (Fanatics) Crooked MoonCrooked Moon Missile Infantry

Night Goblin Archers (Fanatics)

Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.

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 (Fanatics)

Unit Name

Night Goblin Archers (Fanatics)

Main Unit Key

wh_main_grn_inf_night_goblin_fanatics_1

Land Unit Key

wh_main_grn_inf_night_goblin_fanatics_1

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

151

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

  • Spinning Loons
    Sent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!

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

  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • 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.