Goblin Archers

are a missile infantry unit introduced in Total War: Warhammer.
== Recruitment ==
*
** Unlocked with: Greenskin Hideout, Black Crag (Greenskin Hideout), Karak Eight Peaks (Greenskin Hideout) or Occupied Karaz-a-Karak (Greenskin Hideout)
*
** Unlocked with: Wurrzag's Hideout, Black Crag (Greenskin Hideout), Karak Eight Peaks (Greenskin Hideout) or Occupied Karaz-a-Karak (Greenskin Hideout)
== Description ==
Goblins gather in great numbers under the tyranny of an Orc leader, or in widely-varying tribes of their own. Regardless of whether a Goblin is a lackey under the heel of a domineering Orc or the member of a distinct tribe, they make for lacklustre troops. However, Goblins can defeat an enemy through sheer weight of numbers, especially if they can attack from a flank or even better from behind. Goblins prefer to attack defenceless foes and shooting arrows from a distance is likewise a popular type of attack among their kind.
== Attributes ==
== Scrap Upgrades ==
=== Ammo Skinsacks ===
*Cost: 20
* Ammunition: +45%
* Technology Required: Sharper Stabbas
=== Heavy Ammo ===
*Cost: 20
* Armour-piercing missile damage: +3
* Technology Required: Sharper Stabbas
== Strategy ==
They are good early on when money is a problem and gives the greenskins a counter for enemy flying units like the gyrocopters. While each shot doesn't do a lot of damage, remember, there are over a hundred models in one regiment. As such, they are best used to support da boyz on the front line and against unarmored units.