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

Night Goblin Archers (Fanatics) are a Greenskins Greenskins missile infantry unit introduced in Total War: Warhammer.

Recruitment[ | ]

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[ | ]

  • Missile infantry bow Missile Infantry
  • Special Ranged Weapon: This unit has a special missile attack with limited Icon stat ammoammunition, 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.
  • Poison Attacks: The Modifier icon poisonpoisonous attacks of this unit weaken the target's speed and damage and/or apply the Poison! debuff.
  • Weak Against Armour: This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.

Abilities[ | ]

Wh main unit abilities spinning loons Spinning Loons

Strategy[ | ]

These are similar to regular Night Goblin Archers, but have the extra Spinning Loons breath attack. This attack is incredibly damaging to infantry blobs, but requires the unit to be in melee combat to recharge its cooldown.

The player has a reasonable choice of whether to include Night Goblin Archer Fanatics with this ability or regular Night Goblin Arches without it. Their shooting damage output is the same and the Fanatics have 22% higher upkeep cost. Normally a Night Goblin army will also include Night Goblins (Fanatics), melee infantry with plenty of Spinning Loons uses, so the player might judiciously save money by not including it on the archers. The melee infantry will be in better position to use and recharge the ability in combat. However, for maximum power in 20 army slots, having Spinning Loons on the archers is slightly better, so these may still be useful where cost efficiency is not as important or where maximum density is needed.

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