
Savage Orc Arrer Boyz
Missile infantry· Missile Infantry· Tier 2· 90 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Savage Orc Arrer Boyz are Greenskins missile infantry: 6,930 HP across 90 models, armour 0, melee attack 24, melee defence 10, weapon strength 35, range 140 m, missile damage 1,636 per 10 s for the whole unit. It costs 550 in the campaign and in multiplayer. Unit key wh_main_grn_inf_savage_orc_arrer_boyz. Patch 9.0.4, from the game's data tables.
Health
77 per model
6,930
Armour
0
Leadership
55
Speed
37
Melee attack
24
Melee defence
10
Weapon strength
26 base + 9 armour-piercing
35
Charge bonus
12
Ranged
Range
140 m
Ammunition
22
Missile damage
14 base + 6 AP
20
Reload time
11 s
Damage per 10 s
18
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
Upgrades
Bought with Scrap

Ivory Armguards
Armour · 20 Scrap
- Armour: +5
- Melee defence: +3

Idol of Gork
Bag · 50 Scrap · only Crooked Moon, The Bloody Handz
- Attacks cause the "Dampened" effect, reducing Magic Resistance and removing Magical Attacks

Hairstring Bows
Weapon · 40 Scrap
- Missile strength: +20%
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 — 1,636 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
- Magical attacks — physical resistance +25%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers
- Missile fire — armour 0, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Greenskins: Night Goblin Archers, Goblin Archers
- Heavy large units — infantry-sized, mass 140e.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.