

Sorcerer summons can also provide them with a durable melee screen that can match their mobility in swampy terrain. They make surprisingly effective Dreadnoughts, despite their lack of armored troops – Goblin Musketeers are cheap to train in dangerous numbers, and Dreadnought machines reduce their reliance on poison and their own relatively fragile melee troops. Goblins synergize well with classes that can provide durable, front line troops to protect their ranged units, or those that build on their poison specialty. Goblin cities grow faster than those of other races, and their troops fight for less gold (if only out of desperation). They are particularly known for the ability of their Swarm Darters to strike enemies from afar regardless of obstacles in their path, and their Big Beetles give them a fast cavalry force capable of digging through underground barriers and enemy walls alike. This is augmented further by the ability of Untouchables and Blight Doctors to sap the Resistance of their foes before delivering the lethal dose.

Goblins can heal themselves by living off the land (so to speak) in swamps, and both are resistant to and make use of poisons frequently found therein – as well as their unique units, goblin crossbow-using class units frequently poison their bolts for increased potency. Summary Centuries of oppression, combined with their small size, has made them masters of otherwise uninviting blighted wetlands and underground terrain.
