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HomeHome / Total War: WARHAMMER II / Broken Nose (Mortal Empires) / Buildings / Greenskin Stronghold
Greenskin Stronghold Broken Nose (Mortal Empires)Broken Nose (Mortal Empires) Major Coastal Settlement Level 6

Greenskin Stronghold

The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs.

The Greenskins have thrived these past millennia arguably because they have been able to take the Dwarfholds from the stunties, as the bearded gits retreated in the aftermath of their disastrous decline. Orcs have ever been opportunists, taking the Dwarfholds and the riches in their deep vaults without pause. Since they were established as the new landlords, the Greenskins have been almost impossible to shift, allowing their dominance of the surrounding regions to grow.

Major Coastal Settlement

Ruined Dwarfhold
Ruined Dwarfhold
(wh_main_grn_settlement_ruin_major_coast)
Major Coastal Settlement Level 0
Greenskin Hideout
Greenskin Hideout
(wh_main_grn_settlement_major_1_coast)
Major Coastal Settlement Level 1
Greenskin Camp
Greenskin Camp
(wh_main_grn_settlement_major_2_coast)
Major Coastal Settlement Level 2
Greenskin Encampment
Greenskin Encampment
(wh_main_grn_settlement_major_3_coast)
Major Coastal Settlement Level 3
Greenskin Fort
Greenskin Fort
(wh_main_grn_settlement_major_4_coast)
Major Coastal Settlement Level 4
Greenskin Stronghold
Greenskin Stronghold
(wh_main_grn_settlement_major_5_coast)
Major Coastal Settlement Level 5
Greenskin Stronghold

Building Name

Greenskin Stronghold

Level Name

wh_main_grn_settlement_major_5_coast

Building Chain

Major Coastal Settlement

Building Level

6

Create Time

6

Create Cost

7200

Effects

Grants 7 construction slots in the settlement (this_building)
Income generated: 240 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +50 (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_unseen)

Provides Garrison Army

1 Goblin Big Boss
Goblin Big Boss
(wh_main_grn_cha_goblin_big_boss_0)
Command
120 Night Goblin Archers
120 Night Goblin Archers
120 Night Goblin Archers
Night Goblin Archers
(wh_main_grn_inf_night_goblin_archers)
Missile Infantry
160 Night Goblins (Fanatics)
160 Night Goblins (Fanatics)
Night Goblins (Fanatics)
(wh_main_grn_inf_night_goblin_fanatics)
Melee Infantry
100 Orc Big 'Uns
100 Orc Big 'Uns
Orc Big 'Uns
(wh_main_grn_inf_orc_big_uns)
Melee Infantry
16 Trolls
Trolls
(wh_main_grn_mon_trolls)
Melee Infantry

Recruitable Units

Recruitable Units Lv. 0
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
120 Goblin Archers
Missile Infantry / Missile Infantry / (wh_main_grn_inf_goblin_archers)
Goblin Archers
Goblin Archers can pepper the enemy from afar, with varying success.
120 375 375 11 115 8.3 24 10 24 5 15 25 51 40
2
160 Goblins
Melee Infantry / Melee Infantry / (wh_main_grn_inf_goblin_spearmen)
Goblins
The spear is a solid weapon; piercing and defensive. Goblins, however…
160 300 300 20 25 8 26 80 56 50