|Night Goblin Warboss|
Although not as mighty as Orcs, Night Goblins nevertheless control their forces through fear and savage, macabre bloodlust.
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.
Force-feeding madness-inducing fungus brew to your minions can be advantageous but risky, with wholly unpredictable results.
Rotten mushroom gas wafted towards the enemy can cause them to lose their mind at the worst possible moment in battle.
Da Boss ain't ready to run an' so expects da boyz to stay put too!
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.
This unit can hide in forests until enemy units get too close.
The unit is immune to psychological attacks (fear and terror).
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 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.
The poisonous attacks of this unit weaken the target's speed and damage.
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||35.00|
|Ch. Dist. to Pick Target||35.00|
|Land Unit Stats|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||4448|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry||40|
|Weapon AP Damage||260|
|Missile Block Chance||35|