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HomeHome / Total War: WARHAMMER / The Bloody Handz / Buildings / Wurrzag's Encampment
Wurrzag's Encampment The Bloody HandzThe Bloody Handz Major Coastal Settlement Level 4

Wurrzag's Encampment

When the crap-pile gets too big and the horde of shiny stuff too large to shovel on a cart, it’s "time ta stop moving".

Encampments are formed when one or more camps merge with each other. Tents become dung-covered huts, kennulz, Squig penz, boar sties and even grog-drenched drinking holes as more and more Greenskins are drawn to a settlement. Staked defences or roughly hewn moats will often surround the encampment to fend off foes who want to take the goodies within for themselves.

Major Coastal Settlement

Ruined Dwarfhold Wurrzag
Ruined Dwarfhold Wurrzag
(wh_main_grn_settlement_ruin_major_coast_wurrzag)
Major Coastal Settlement Level 0
Wurrzag's Hideout
Wurrzag's Hideout
(wh_main_grn_settlement_major_1_coast_wurrzag)
Major Coastal Settlement Level 1
Wurrzag's Camp
Wurrzag's Camp
(wh_main_grn_settlement_major_2_coast_wurrzag)
Major Coastal Settlement Level 2
Wurrzag's Encampment
Wurrzag's Encampment
(wh_main_grn_settlement_major_3_coast_wurrzag)
Major Coastal Settlement Level 3
Wurrzag's Fort
Wurrzag's Fort
(wh_main_grn_settlement_major_4_coast_wurrzag)
Major Coastal Settlement Level 4
Wurrzag's Stronghold
Wurrzag's Stronghold
(wh_main_grn_settlement_major_5_coast_wurrzag)
Major Coastal Settlement Level 5
Wurrzag's Encampment

Building Name

Wurrzag's Encampment

Level Name

wh_main_grn_settlement_major_3_coast_wurrzag

Building Chain

Major Coastal Settlement

Building Level

4

Create Time

4

Create Cost

3200

Require Resource

Effects

Grants 3 construction slots in the settlement (this_building)
Income generated: 80 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Leadership: +1 when fighting against Greenskins Tribes (factionwide)
Growth: +30 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
Local recruitment capacity: +1 (province_to_province_own)

Provides Garrison Army

90 Savage Orc Arrer Boyz
90 Savage Orc Arrer Boyz
90 Savage Orc Arrer Boyz
Savage Orc Arrer Boyz
(wh_main_grn_inf_savage_orc_arrer_boyz)
Missile Infantry
100 Savage Orc Big 'Uns
100 Savage Orc Big 'Uns
Savage Orc Big 'Uns
(wh_main_grn_inf_savage_orc_big_uns)
Melee Infantry
120 Savage Orcs
120 Savage Orcs
120 Savage Orcs
Savage Orcs
(wh_main_grn_inf_savage_orcs)
Melee Infantry

Recruitable Units

No Recruitable Units
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