Night Goblin Warboss

ID: wh_dlc06_grn_cha_night_goblin_warboss_1

Unit

Night Goblin Warboss
Cavalry
1 850 213
Shielded
Anti-Infantry
Melee Expert
Poison Attacks
4,456
Armour 55
Leadership 60
Speed 35
Melee Attack 45
Melee Defence 53
Weapon Strength 400
Charge Bonus 65

About

Unit Description

Although not as mighty as Orcs, Night Goblins nevertheless control their forces through fear and savage, macabre bloodlust.

Historical Description

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.

Abilities

Da Boss' Loons

Force-feeding madness-inducing fungus brew to your minions can be advantageous but risky, with wholly unpredictable results.

Fermented Fungi

Rotten mushroom gas wafted towards the enemy can cause them to lose their mind at the worst possible moment in battle.

Get Back 'Ere!

Da Boss ain't ready to run an' so expects da boyz to stay put too!

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.

Guerilla Deployment

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).

Strengths & Weaknesses

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 affects a large area.

Melee Expert

Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Shielded

Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.50
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Command
Move Action Points 2100
Melee Attack 45
Melee Defence 53
Charge Bonus 65
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 4448
Unit Stats
Unit Caste Lord
Unit Weight Light
Unit Group Cavalry
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 850
Upkeep Cost 213
Unit Size 1
Melee CP 850
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 40
Weapon Damage 140
Weapon AP Damage 260
Building Damage 150
Armour
Armour Value 55
Shield
Missile Block Chance 35

Faction Availability

Chaos

Building Requirement