Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Squig Herd
Wh dlc06 grn squig herd.png
Wh dlc06 grn squig.png
CategoryWar Beasts
Unit size30
Icon treasury.png Cost (MP): ?
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 125
Buildings required:
Greenskins squigs.pngSquig Cages
Icon stat health.png Health: 4320
Icon stat morale.png Leadership: 36
Icon stat speed.png Speed: 58
Icon stat attack.png Melee Attack: 26
Icon stat defence.png Melee Defence: 18
Icon stat charge bonus.png Charge Bonus: 40
Icon stat damage.png Weapon Damage: 8
Modifier icon armour piercing.png Armour-Piercing Damage: 23
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 11
Icon stat speed.png Melee Interval: 3.8 s
Icon stat armour.png
  • 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).
  • - ! - Rampage: When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Squig Herds are a Greenskins war beast 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.

Description[edit | edit source]

Cave Squigs are found far beneath the World's Edge Mountains. They are improbable creatures, part-fungus and part-flesh with spheroid bodies, beady eyes and gaping maws dominated by row upon row of dagger-like teeth. Night Goblins hunt Cave Squigs for a number of purposes. Squig hide is very useful and Squig meat is considered a delicacy. Some are captured and reared to become guard creatures or pets to affluent Boss-types (no other could afford to feed such voracious beasts). In times of need, Squigs are driven into battle to devastating effect. When all goes well, a Night Goblin Squig Herd can chomp through any opposition. When it goes wrong, such as when all their Night Goblin Herders are slain, the remaining Cave Squigs quickly disperse. Driven mad by noise and prodding, Cave Squigs are eager to scatter in all directions, snapping at anything in their way, including other mobs on their own side. Night Goblins, being a bit deranged, don't seem to mind such a risk - as long as it is somebody else being bitten in two by suddenly rampaging, wild Cave Squigs.

Attributes[edit | edit source]

  • Armour-Piercing: 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.
  • 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.
  • Damage Dealer: This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
  • Rampage: When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Abilities[edit | edit source]

Strategy[edit | edit source]

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While they aren't very good by any means, they are a cheap armour-piercing option early on if you want to use the Hammer and Anvil strategy. They can also serve as a shock unit that bursts into the front line after the two have engaged in combat. Their speed means they can also tie down missile units or other critical units. Be wary of their rampage though as they will attack a good counter-unit if they're close enough.