Night Goblin Squig Hopperss are a Greenskins cavalry unit in Total War: Warhammer. Added in The King and the Warlord update. The player must purchase the DLC to use these units, but the AI can have them in their armies even if the player does not own the DLC.
Once, in a reckless mood, a Squig Herder dared to leap upon the back of one of his catches. Driven to new heights of fury by the unexpected rider, the Cave Squig responded by bouncing with unflagging enthusiasm. The rider flailed about, screaming in a high-pitched manner while desperately holding on. This provided great entertainment and the remaining Herders cheered and cackled every time the Squig unseated its unwanted guest. Although the incident ended with both Squig and rider skewered atop a wickedly sharp stalagmite, it was an impressive enough spectacle to inspire the onlookers. Thus the tradition of riding atop Squigs was born and the first mob of Squig Hoppers soon followed. When the living balls of muscle, teeth and claws actually manage to bounce into the enemy, they deliver quite a blow. Squigs use their gaping maws and prodigious strength to gouge and tear, often biting victims in two. Their riders are far too preoccupied with clinging on to add their own meagre contributions. This doesn't stop some Night Goblins from bringing along clubs or weapons, but these are mere props brandished when bragging about their (mostly fictitious) heroic deeds.
- ↑ Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
- ↑ 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 poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
Squig Hoppers are excellent amour-piercing damage dealers. They have a solid bonus vs. infantry that helps them shred through infantry on the charge, although they can be bogged down after a while. Notably, they are also immune to psychology which keeps them from being affected by fear/terror like most other Greenskins cavalry. Think of them as mobile infantry busters that can also be used against other mobile units/cavalry if supported by other Greenskins units. They also inflict Poison!, bringing any enemy they hit to reduced combat efficiency.