
Night Goblin Archers (Fanatics)
Missile infantry· Missile Infantry· Tier 2· 120 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Night Goblin Archers (Fanatics) are Greenskins missile infantry: 6,480 HP across 120 models, armour 15, melee attack 15, melee defence 20, weapon strength 27, range 115 m, missile damage 1,800 per 10 s for the whole unit. It costs 600 in the campaign and in multiplayer. Unit key wh_main_grn_inf_night_goblin_fanatics_1. Patch 9.0.4, from the game's data tables.
Health
54 per model
6,480
Armour
15
Leadership
40
Speed
35
Melee attack
15
Melee defence
20
Weapon strength
20 base + 7 armour-piercing
27
Charge bonus
9
Ranged
Range
115 m
Ammunition
24
Missile damage
11 base + 1 AP
12
Reload time
8 s
Damage per 10 s
15
Attributes
- Expendable
Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Stalk
This unit can move hidden in any terrain.
Abilities
- Spinning LoonsVortex · Causes armour-piercing damage, Small moving area of effect…activeSpinning LoonsVortexCauses armour-piercing damageSmall moving area of effectStrong vs multiple unitsWeak vs a single combatantUnpredictable release from unitCooldown 30 s · Duration 12 s · 3 usesSent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!
Upgrades
Bought with Scrap

Thicka Robes
Armour · 35 Scrap
- Leadership: +10
- Melee defence: +5

Heavy Ammo
Arrow · 30 Scrap
- Armour-piercing missile damage: +3

Combat Skinsacks
Bag · 70 Scrap
- Ammunition: +20%
- Reload time reduction: +15%

Fungus Flasks
Flask · 50 Scrap · only Crooked Moon
- Passive ability: "Night Goblin Poison"
Campaign only, from the game's tables (unit_upgrade_to_unit_groups, unit_purchasable_effects), patch 9.0.4. Costs are before skills and technologies that make upgrades cheaper.
Counters
Good against
- Lightly armoured units without shields — 1,800 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Greenskins: Savage Orc Big 'Uns, Savage Orcs
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Greenskins: Goblin Archers, Savage Orc Arrer Boyz
- Heavy large units — infantry-sized, mass 90e.g. Dread Maw, Thunderbarge, Steam Tank · Greenskins: Rogue Idol, Giant
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Who can field it
- Greenskins · Grimgor's 'Ardboyz
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.