Night Goblin Archers - Unit | Total War: WARHAMMER II Database Night Goblin Archers - Unit | Total War: WARHAMMER II Database

Night Goblin Archers

ID: wh_main_grn_inf_night_goblin_archers

Unit

Night Goblin Archers
Missile Infantry
120 475 118
Vanguard Deployment
Poison Attacks
Expendable
Weak Against Armour
6,480
Armour 15
Leadership 40
Speed 35
Melee Attack 15
Melee Defence 20
Weapon Strength 27
Charge Bonus 7
Ammunition 24
Range 115
Missile Strength 21

About

Unit Description

Raining arrows from a distance is the preferred Greenskin tactic.

Historical Description

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.

Attributes

Expendable

Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.

Guerilla Deployment

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Expendable

Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.

Poison Attacks

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

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.

Weak Against Armour

This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.50
Acceleration 4.00
Deceleration 5.00
Charge Speed 4.10
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 Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 15
Melee Defence 20
Charge Bonus 7
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 40
Bonus Hit Points 46
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 475
Upkeep Cost 118
Unit Size 120
Melee CP 50
Missile CP 425

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 21
Weapon AP Damage 6
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 115
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 10
Armor-Piercing Damage 1
Base Reload Time 8
Armour
Armour Value 15
Shield
Missile Block Chance 0