Goblin Wolf Chariots

ID: wh_main_grn_cav_goblin_wolf_chariot


Goblin Wolf Chariots
Missile Chariot
24 600 150
Very Fast
Armour 45
Leadership 45
Speed 33
Melee Attack 16
Melee Defence 20
Weapon Strength 24
Charge Bonus 38
Ammunition 46
Range 115
Missile Strength 32


Unit Description

Chariots deliver devastating charges to the front lines; the wolf steeds that draw them are ferocious in battle.

Historical Description

It wasn't long after they first started using giant wolves as cavalry that Goblin armies began to field wolf-drawn chariots. Cobbled together out of crudely hacked wood or scavenged materials and lashed tight with gutstring cords, all Greenskins hold such rickety constructions in high regard. To be able to rumble across a battlefield mounted atop a chariot is a clear sign of importance. Many tribal Chieftains prefer to ride in chariots, trying to outdo their rivals by fielding the fastest and flashiest contraption.

Strengths & Weaknesses


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.

Very Fast

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

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.00
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category War Machine
Unit Class Chariot
Move Action Points 2100
Melee Attack 16
Melee Defence 20
Charge Bonus 38
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 2
Morale 45
Bonus Hit Points 748
Unit Stats
Unit Caste Chariot
Unit Weight Heavy
Unit Group Missile Chariot
Unit Group Parent Missile Cavalry & Chariots
Recruitment Turns 1
Recruitment Cost 600
Upkeep Cost 150
Unit Size 24
Melee CP 80
Missile CP 320


Melee Weapon
Weapon Size Very Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 12
Weapon Damage 18
Weapon AP Damage 6
Building Damage 10
Missile Weapon
Projectile Number 2
Effective Range 115
Minimum Range
Marksmanship Bonus 10
Projectile Spread 1.20
Damage 19
Armor-Piercing Damage 3
Base Reload Time 6
Armour Value 45
Missile Block Chance 0