Savage Orc Arrer Boyz is a Greenskins missile infantry unit in Total War: Warhammer. Savage Orc Arrer Boyz aren't always precise but remain deadly. Precisely deadly, you might say.
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".
- ↑ 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 30% Physical Resistance, which reduces the damage from any non-magical attack.
This unit is roughly similar to the standard Orc Arrer Boyz, but with physical resistance instead of armour. The physical resistance allows them to trade more effectively at range so long as the opponent does not have magical damage
Their Frenzy makes them immune to fear or terror which can keep them on the battlefield longer if fear/terror causing monster tries to disrupt your archers. Orc archers have abysmal melee defence, but hit surprisingly hard in melee and so can often give as well as they take damage. Frenzy only enhances this ability, giving these savage orcs a small melee damage boost. If you expect your backline to be disrupted, bring orc archers, if you want the survivability and leadership resilience of the savage orcs, bring this unit.