Left Panel
menu
HomeHome / Total War: WARHAMMER II / The Bloody Handz (Mortal Empires) / Buildings / Sacked Naggarond Level 3
Sacked Naggarond Level 3 The Bloody Handz (Mortal Empires)The Bloody Handz (Mortal Empires) Ravaged Naggarond Level 4

Sacked Naggarond 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 Naggarond

Ruined Naggarond
Ruined Naggarond
(wh2_main_special_settlement_naggarond_grn_ruin)
Ravaged Naggarond Level 0
Sacked Naggarond Level 1
Sacked Naggarond Level 1
(wh2_main_special_settlement_naggarond_grn_1)
Ravaged Naggarond Level 1
Sacked Naggarond Level 2
Sacked Naggarond Level 2
(wh2_main_special_settlement_naggarond_grn_2)
Ravaged Naggarond Level 2
Sacked Naggarond Level 3
Sacked Naggarond Level 3
(wh2_main_special_settlement_naggarond_grn_3)
Ravaged Naggarond Level 3
Sacked Naggarond Level 4
Sacked Naggarond Level 4
(wh2_main_special_settlement_naggarond_grn_4)
Ravaged Naggarond Level 4
Sacked Naggarond Level 5
Sacked Naggarond Level 5
(wh2_main_special_settlement_naggarond_grn_5)
Ravaged Naggarond Level 5
Sacked Naggarond Level 3

Building Name

Sacked Naggarond Level 3

Level Name

wh2_main_special_settlement_naggarond_grn_3

Building Chain

Ravaged Naggarond

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