Savage Orc Arrer Boyz

ID: wh_main_grn_inf_savage_orc_arrer_boyz


Savage Orc Arrer Boyz
Missile Infantry
90 550 138
Decent Melee Combatant
Poor Accuracy
Leadership 52
Speed 37
Melee Attack 24
Melee Defence 8
Weapon Strength 35
Charge Bonus 12
Ammunition 22
Range 140
Missile Strength 30


Unit Description

Savage Orc Arrer Boyz aren't always precise but remain deadly. Precisely deadly, you might say.

Historical Description

Some Orcs carry bows. These Orcs, known as Arrer Boyz, are viewed suspiciously by the rest of da boyz, for archery is considered a bit "Gobliny". As Arrer Boyz can prove their prowess in combat, such oddities can be overlooked. Still, it is best not to camp next to Arrer Boyz, as a hail of arrows periodically pincushions passers-by. Yelling rude names at Arrer Boyz is a proven way to alleviate camp boredom and the start of many a good ruckus. Arrer Boy Bosses are notorious dead-eye shots that often order their mobs to keep shooting corpses long after their foes have fallen as "it's good practice".



Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!


Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Decent Melee Combatant

Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.

Poor Accuracy

This unit's attacks are prone to go stray.


The colourful tattoos on their bare skin grant Savage Orcs Physical Resistance, which reduces the damage from any non-magical attack.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.70
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 24
Melee Defence 8
Charge Bonus 12
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 52
Bonus Hit Points 69
Unit Stats
Unit Caste Missile Infantry
Unit Weight Heavy
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 550
Upkeep Cost 138
Unit Size 90
Melee CP 165
Missile CP 385


Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 26
Weapon AP Damage 9
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 140
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 14
Armor-Piercing Damage 6
Base Reload Time 11
Armour Value
Missile Block Chance 0