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HomeHome / Total War: WARHAMMER II / The Bloody Handz (Mortal Empires) / Buildings / Sacked Castle Drakenhof Level 3
Sacked Castle Drakenhof Level 3 The Bloody Handz (Mortal Empires)The Bloody Handz (Mortal Empires) Ravaged Castle Drakenhof Level 4

Sacked Castle Drakenhof Level 3

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.

Ravaged Castle Drakenhof

Ruined Castle Drakenhof
Ruined Castle Drakenhof
(wh2_main_special_settlement_castle_drakenhof_grn_ruin)
Ravaged Castle Drakenhof Level 0
Sacked Castle Drakenhof Level 1
Sacked Castle Drakenhof Level 1
(wh2_main_special_settlement_castle_drakenhof_grn_1)
Ravaged Castle Drakenhof Level 1
Sacked Castle Drakenhof Level 2
Sacked Castle Drakenhof Level 2
(wh2_main_special_settlement_castle_drakenhof_grn_2)
Ravaged Castle Drakenhof Level 2
Sacked Castle Drakenhof Level 3
Sacked Castle Drakenhof Level 3
(wh2_main_special_settlement_castle_drakenhof_grn_3)
Ravaged Castle Drakenhof Level 3
Sacked Castle Drakenhof Level 4
Sacked Castle Drakenhof Level 4
(wh2_main_special_settlement_castle_drakenhof_grn_4)
Ravaged Castle Drakenhof Level 4
Sacked Castle Drakenhof Level 5
Sacked Castle Drakenhof Level 5
(wh2_main_special_settlement_castle_drakenhof_grn_5)
Ravaged Castle Drakenhof Level 5
Sacked Castle Drakenhof Level 3

Building Name

Sacked Castle Drakenhof Level 3

Level Name

wh2_main_special_settlement_castle_drakenhof_grn_3

Building Chain

Ravaged Castle Drakenhof

Building Level

4

Create Time

4

Create Cost

3200

Effects

Grants 6 construction slots in the settlement (this_building)
Income generated: 160 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
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_unseen)

Provides Garrison Army

1 Goblin Big Boss
Goblin Big Boss
(wh_main_grn_cha_goblin_big_boss_0)
Command
120 Goblin Archers
120 Goblin Archers
120 Goblin Archers
Goblin Archers
(wh_main_grn_inf_goblin_archers)
Missile Infantry
100 Orc Big 'Uns
100 Orc Big 'Uns
Orc Big 'Uns
(wh_main_grn_inf_orc_big_uns)
Melee Infantry
120 Orc Boyz
120 Orc Boyz
120 Orc Boyz
Orc Boyz
(wh_main_grn_inf_orc_boyz)
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