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Marauder Horsemen (Throwing Axes) Warriors of ChaosWarriors of Chaos Missile Cavalry

Marauder Horsemen (Throwing Axes)

These men are possessed, packing a decisive punch with a touch of insanity.

Some tribes of Marauders hold horses in high esteem, while others regard them with fear and superstition. To many, a warhorse is a sign of status, and only the best warriors may ride them. The steeds ridden by these tribes are powerful beasts, foul-tempered and strong of limb. Once a rider has broken such a horse, it will remain loyal to him until death, but they remain vicious and unruly should a stranger approach. Fed on a diet of human flesh and watered-down blood, these snorting, high-spirited steeds have a glint of intelligent menace in their eyes, and will trample, kick and bite as if berserk when engaged at close quarters. In battle, the speed and mobility of Marauder Horsemen leaves even the most able cavalrymen of the Old World sorely lacking. Able to steer their steeds with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked blades and hooked axes.

Marauder Horsemen (Throwing Axes)

Unit Name

Marauder Horsemen (Throwing Axes)

Main Unit Key

wh_main_chs_cav_marauder_horsemen_1

Land Unit Key

wh_main_chs_cav_marauder_horsemen_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Cavalry

Naval Unit Group

Missile Cavalry

Soldiers

60

Caste

Missile Cavalry

Category

Cavalry

Class

Missile Cavalry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

162

Missile Damage

27

├ Missile Weapon

wh_main_chs_throwing_axe

├ Projectile

wh_chs_throwing_axe

├ Missile Damage

6

├ Missile Ap Damage

21

└ Base Reload Time

10

Accuracy

10

Range

65

Reload

10

Shots Per Minute

6.7

Ammunition

12

Melee Attack

22

Weapon Strength (Weapon Damage)

24

├ Melee Weapon

wh_main_chs_marauder_horsemen_spear

├ Melee Damage Base

20

├ Melee Damage Ap

4

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

18

Melee Defence

22

├ Base Defence

22

├ Shield

wh_missile_block_30_wood

└ Shield Defence

0

Armour

45

├ Armour

wh_main_chs_leather

├ Armour Defence

15

└ Shield Armour

30

Health

70

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

54

├ Mount

wh_main_chs_mnt_warhorse_fast

├ Mount Entity

wh_main_chs_cavalry_fast_blood

├ Mount Speed

92

└ Mount Health

8

Leadership (Base Morale)

48

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Requires Buildings
Marauder Horsemen (Throwing Axes) Lv. 0 Trial Pit
Trial Pit
(wh_main_horde_chaos_marauders_2)
Level 1
Proving Grounds
Proving Grounds
(wh_main_horde_chaos_marauders_3)
Level 2
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