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===Ranged Infantry=== *'''Goblin Archers:''' Your first foot archer option and... uh... there's not much to say about them, really. They slightly out-damage Skavenslave Slingers (Hint: that's not really all that good) and can get upgrades to increase their Armour-Piercing damage from 1 damage to a whopping 4. They have their use as counters to skirmishers and cavalry archers, but get rid of them as soon as something better arrives on the scene. *'''Night Goblin Archers/Night Goblin Archer Fanatics:''' The much preferable alternative to either of the Orc Archers and basic Goblin Archers. They share the comparatively low base damage of their arrows with similar bow infantry, but get poisoned shots - invaluable to whittle down big beasts or elite units. In a pinch you can also build them as Fanatics, that gives them a good answer to crowds - but that's really something you better leave to melee Night Goblins. **'''Da Rusty Arrers (ROR):''' Night gobbo archers with armor sundering. These guys make a great center for your shooting line: use them to open the enemy armour before the rest of your army finishes them off. *'''Orc Arrer Boyz:''' A very, very two-sided sword. They gain much needed range and missile strength over Goblins, but at the cost of low accuracy and a low model count of just 80. Not all that good considering that they often lose even against mid-tier Missile Cavalry. *'''Savage Orc Arrer Boyz:''' The same deal as Arrer Boyz, minus the armour. Yay. Only use them when no other options are available.
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