“ | One incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare! | „ |
Squig Herd are a Greenskins war beast unit introduced in Total War: Warhammer with The King and the Warlord.
Recruitment[]
Description[]
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[]
War Beasts
- ▲ 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.
- ▲ 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.
- ▲ 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.
Strategy[]
Update 6.0 made Squig Herds recruitable from any baseline Greenskin settlement, immediately making them much more useful. They are particularly handy when facing early game opponents fielding a lot of armoured infantry, such as Dwarfs, and particularly handy to Gorbad, who can quickly unlock the 'Erd Mentality plan which gives them scaling upkeep reduction, Damage Reduction, and Melee Defence depending on how many of them there are.
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.
Using cheap Night Goblin Warboss's Stalk trait on foot and no magic items to drop after "losing" the battle, you can make a cheap, expendable Squig Tide army full of Squig Herd. Hide the stalking Night Goblin Warboss somewhere ready to retreat and line up the visible squigs as wide as possible. Charge them all at the enemy battle line, then quickly move half of squigs behind the still charging ones to overload one of the enemy army's flanks. Take whatever Squig isn't chewing on faces already and crash the pink murder balls into the backline units. Watch the madness and beat a retreat after the squigs get their fill. Works best with Ambushes that Night Goblin Warbosses specalize in, granting easy immediate access to archers and artillery. This leverages easy replacement, high speed, high charge bonus and Armor piercing of Squig Herd to degrade an enemy army for many turns with lost unit models.