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

Night Goblin Archers (Fanatics)

ID: wh_main_grn_inf_night_goblin_fanatics_1

Unit

Night Goblin Archers (Fanatics)
Missile Infantry
120 575 144
Special Ranged Weapon
Vanguard Deployment
Poison Attacks
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

Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.

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.

Abilities

Spinning Loons

Sent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!

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

Poison Attacks

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

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

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 575
Upkeep Cost 144
Unit Size 120
Melee CP 55
Missile CP 470

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