Squig Herd

ID: wh_dlc06_grn_inf_squig_herd_0

Unit

Squig Herd
War Beasts
40 500 125
Armour-Piercing
Anti-Infantry
Damage Dealer
Rampage
5,120
Armour 50
Leadership 36
Speed 58
Melee Attack 26
Melee Defence 18
Weapon Strength 33
Charge Bonus 40

About

Unit Description

One incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare!

Historical Description

Cave Squigs are found far beneath the World's Edge Mountains. They are improbable creatures, part-fungus and part-flesh with spheroid bodies, beady eyes and gaping maws dominated by row upon row of dagger-like teeth. Night Goblins hunt Cave Squigs for a number of purposes. Squig hide is very useful and Squig meat is considered a delicacy. Some are captured and reared to become guard creatures or pets to affluent Boss-types (no other could afford to feed such voracious beasts). In times of need, Squigs are driven into battle to devastating effect. When all goes well, a Night Goblin Squig Herd can chomp through any opposition. When it goes wrong, such as when all their Night Goblin Herders are slain, the remaining Cave Squigs quickly disperse. Driven mad by noise and prodding, Cave Squigs are eager to scatter in all directions, snapping at anything in their way, including other mobs on their own side. Night Goblins, being a bit deranged, don't seem to mind such a risk - as long as it is somebody else being bitten in two by suddenly rampaging, wild Cave Squigs.

Abilities

Squigs Go Wild

If a Squig is not told what to bite, it will bite anything. Me, you, itself - anything!

Attributes

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).

Rampage!

When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

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.

Armour-Piercing

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.

Damage Dealer

This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.

Rampage

When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Horse
Hit Points 8
Walk Speed 1.50
Run Speed 5.80
Acceleration 5.00
Deceleration 6.00
Charge Speed 10.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 26
Melee Defence 18
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 36
Bonus Hit Points 120
Unit Stats
Unit Caste Melee Infantry
Unit Weight Light
Unit Group War Beasts
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 500
Upkeep Cost 125
Unit Size 40
Melee CP 500
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 11
Weapon Damage 9
Weapon AP Damage 24
Building Damage 20
Armour
Armour Value 50
Shield
Missile Block Chance 0