Goblins

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Goblins
Wh main grn goblins spear.png
Infantry spear.png
Overview
FactionGreenskins
CategorySpear Infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 300 (300)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 75
Statistics
Icon stat health.png Health: 56
Icon stat morale.png Leadership: 50
Icon stat speed.png Speed: 33
Icon stat attack.png Melee attack: 20
Icon stat defence.png Melee defence: 26
Icon stat charge bonus.png Charge Bonus: 8
Weapons
Melee
Icon stat damage.png Weapon Damage: 19
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.6 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
18.75%
Shielded units will block the following percentage of missile damage from the front Shield: 50%
Attributes
  • Expendable.png Expendable: Witnessing friendly expendable units rout does not reduce other units' Icon stat morale.pngleadership, unless they are themselves expendable.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Goblins is a Greenskins melee infantry unit in Total War: Warhammer. The spear is a solid weapon; piercing and defensive. Goblins, however�

Description[edit | edit source]

Goblins gather in great numbers under the tyranny of an Orc leader, or in widely-varying tribes of their own. Regardless of whether a Goblin is a lackey under the heel of a domineering Orc or the member of a distinct tribe, they make for lacklustre troops. However, Goblins can defeat an enemy through sheer weight of numbers, especially if they can attack from a flank or even better from behind. Goblins prefer to attack defenceless foes and shooting arrows from a distance is likewise a popular type of attack among their kind.

Abilities[edit | edit source]

  • Expendable: This unit is comparably cheap to recruit, maintain and replenish.
  • Poor Leadership: This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby.
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Strategy[edit | edit source]

Don't underestimate gobbos[edit | edit source]

Looking at their stats might make you think they are inferior to Da Boyz. However, with 33% more members per unit, smaller size and better shields, they are much more survivable. Think of them like offensive linemen in American Football. They don't do a lot of damage but take a long time to kill. They jam up the enemy for stronger orc units to flank and allowing your Heroes to dictate the battle. Even the best end game infantry units will still take awhile to kill enough gobbos to break them. Ranged weapons from the front hardly phase these guys and when spread in a thin line artillery barely scratches them. Their weaknesses are cavalry charges, units with fear or terror, and AoE magic. Their strength versus ranged and artillery make them a solid core of your army all the way up to end game. The extra low leadership on night goblins means you should never fully replace them.

Gobos the variety Strategy[edit | edit source]

The Goblins was a big factor in variety, expendable, and numbers in the early game, since they count as the spear unit and big numbers, there job is to help and make sure the orc's was not outnumbered and take care of roles that the orcs don't want to, whether countering the CAV, flanking, or chasing down ranged units (beside gits on horse's with bow's and arrows of course), thus has a factor in the battle to either lost or won.

but remember the goblins has bad leadership, so before you put goblins to use, take their bad leadership as a risk of failure into consideration, make sure you gobos was not put into the situation that they break shortly after, either failed cavalry charge into your gobos or having the lord nearby.