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Savage Orc Arrer Boyz aren't always precise but remain deadly. Precisely deadly, you might say.

Savage Orc Arrer Boyz are a Greenskins missile infantry unit introduced in Total War: Warhammer.

Recruitment[]

Description[]

Some Orcs carry bows. These Orcs, known as Arrer Boyz, are viewed suspiciously by the rest of da Boyz, for archery is considered a bit "Gobliny". As Arrer Boyz can prove their prowess in combat, such oddities can be overlooked. Still, it is best not to camp next to Arrer Boyz, as a hail of arrows periodically pincushions passers-by. Yelling rude names at Arrer Boyz is a proven way to alleviate camp boredom and the start of many a good ruckus. Arrer Boy Bosses are notorious dead-eye shots that often order their mobs to keep shooting corpses long after their foes have fallen as "it's good practice".

Attributes[]

  • Decent Melee Combatant: Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Poor Accuracy: This unit's attacks are prone to go stray.
  • Warpaint: The colourful tattoos on their bare skin grant Savage Orcs Physical Resistance, which reduces the damage from any non-magical attack.

Unit Abilities[]

Passive Abilities[]

Scrap Upgrades[]

General Upgrades[]

Upgrade Effect Scrap Cost Technology Required
Hairstring Bows Missile strength: +20% 40 🗙
Ivory Armguards Armour: +5
Melee defence: +3
45 🗙

Faction Upgrades[]

Upgrade Effect Scrap Cost Faction
Idol of Gork Attacks cause the "Dampened" effect, reducing Magic Resistance and removing Magical Attacks 50 The Bloody Handz

Strategy[]

The savage version of Orc Arrer Boyz and like their infantry brethren have physical resistance instead of armour for protection. The physical resistance allows them to trade more effectively at range so long as the opponent does not have magical damage and their looser formation midigates against spells. Their accuracy is low compared to most other missile infantry and lack the sheer volume of fire of Goblin Archers, so firing a small foot characters in your own frontlines may produce friendly casualties then expected.

Their Frenzy makes them immune to fear or terror which, so they likely will not terror rout if a monster bust through of flies over front lines to disrupt your archers. Savage Orc Arrer Boyz have abysmal melee defense, but hit surprisingly hard in melee with Frenzy active, especially with single entity units like lords, heros and monsters.

Scrap, research and lord skill upgrades for Savage Orc Arrer Boys heavily favors Missile strength over additional range, ammunition and reload rate leading to higher kills instead of the "sanding" effect of Gobo arrows.

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