Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Mogrubb's Mangy Marauders
Wh dlc06 grn mogrubbs marauders.png
Missile cavalry bow wolf.png
CategoryMissile Cavalry
Unit size60
Icon treasury.png Cost (MP): 600 (600)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 150
Icon stat health.png Health: 57
Icon stat morale.png Leadership: 48
Icon stat speed.png Speed: 92
Icon stat attack.png Melee Attack: 19
Icon stat defence.png Melee Defence: 21
Icon stat charge bonus.png Charge Bonus: 10
Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 3
Icon stat speed.png Melee Interval: 4.3 s
Icon stat ranged damage.png Missile Damage: 1
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 10
Icon stat ammo.png Reload Time: 5.6
Icon stat ammo.png Ammunition: 18
Icon stat range.png Range: 100
Icon stat armour.png
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to psychology.png Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
  • Mounted fire move.png Fire Whilst Moving: This unit can fire when mounted and moving.

Mogrubb's Mangy Marauders (Goblin Wolf Archers) is a Greenskins cavalry unit. Disheveled and mange-ridden, these wolves (and their riders) are savage beasts all the same.

Description[edit | edit source]

Goblin Wolf Riders are dangerously fast, able to outride all other beasts save perhaps the swift steeds of the Elves. Some Wolf Rider mobs use bows to fill their enemies with arrows. They lope into range, unleash a hail of arrows, and then retreat before the foe can respond. Wolf Riders often harass the flanks of oncoming troops, but have also been known to charge into smaller (and more vulnerable) units such as war machines and enemy scouts. Other Wolf Rider mobs are more heavily armoured and these Goblins will dare to lower their spears and attack larger formations, howling as they crash headlong into enemy troops. However, it is often said that the snarling wolves are more formidable foes than the Goblins who ride atop their shaggy backs. More than one Warboss has found out that "dog boyz" are not always reliable, finding Wolf Riders as quick to leave the battlefield as they are to launch an attack.

Abilities[edit | edit source]

  • Armour-Piercing Missiles: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Very Fast: This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.

Strategy[edit | edit source]

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This unit most notably gets an increase to its missile armour piercing damage, making them better for poking down armoured targets. They also gain an immunity to psychology, which help prevents fear and terror from dropping their Leadership. Slight bonuses to accuracy and a reduction to reload time help them output more damage.

They get +10 Leadership for being a Rank 9 Regiment of Renown, which puts them into ok Leadership territory at 48. This unit is probably most useful to allow you to skirmish down enemy armoured units and be a little more resilient than standard Wolf archers, but still do not expect them to carry a battle for you.