Da Warlord's Boyz (Night Goblins)

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Da Warlord's Boyz
Wh dlc06 grn da warlords boyz.png
Infantry sword.png
Overview
FactionGreenskins
CategorySword Infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 550 (550)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 138
Statistics
Icon stat health.png Health: 56
Icon stat morale.png Leadership: 54
Icon stat speed.png Speed: 35
Icon stat attack.png Melee attack: 32
Icon stat defence.png Melee defence: 34
Icon stat charge bonus.png Charge Bonus: 12
Weapons
Melee
Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
11.25%
Shielded units will block the following percentage of missile damage from the front Shield: 55%
Attributes
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Immune to psychology.png Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
  • Stalk.png Stalk: This unit can move hidden in any terrain.

Da Warlord's Boyz (Night Goblins) is a Greenskins melee infantry unit. A bunch of sneaky, venal, stabby gits - a suitably befitting bodyguard for the treacherous Warlord of the Eight Peaks.

Description[edit | edit source]

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[edit | edit source]

  • Armour-Sundering: The armour-splitting attacks of this unit can significantly weaken the target's armour.
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Stalk: This unit can move hidden in any terrain.

Strategy[edit | edit source]

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