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HomeHome / Total War: WARHAMMER II / Clan Rictus Separatists / Units / Tretch Craventail
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Tretch Craventail

Tretch's formidable repertoire of underhanded skills, combined with his famously good luck, has led to a number of legendary deeds!

Tretch began his rise from anonymity when his Clawpack was leading a long line of Night Goblins back to Crookback Mountain. Ostensibly, the Clawleader had chosen Tretch to carry key items of the scavenged loot as a reward for his idea to spike the Goblins' fungus beer, but it is more likely he was chosen because he was deemed too scrawny to usurp the Clawpack. This proved untrue, as Tretch used a small keg of distilled Mad Cap mushrooms, the stuff that turns Goblins into deranged, spinning lunatics, to great effect. With impeccable timing, Tretch turned his line of slaves into whirling death-dealers just as the Clawleaders and Chieftains were convening to argue over which tunnel to take. The effect of multiple Fanatics chained to each other and attempting to twirl madly in a packed tunnel was spectacularly bloody. After that incident the Clawpack needed a new leader and Tretch was first to scurry into the gap. Since those days, he has led countless ambushes and proven himself a master survivor. It was Tretch that found the hidden path to attach the flank of the Dwarf gunline at the Battle of Black Crag; Tretch who led the raid that tunnelled beneath the camp of mighty Black Orc Warlord Dagbad and every single Goblin out from underneath the Scourge of the Dark Lands; Tretch who was the only Skaven to escape the sinking of the Imperial Galleon captured on the River Aver. The detractors who jealously eye his rapid rise begin to get tail-twitchingly excited when they see Tretch's Clawpack flee the battle, wreathed in the fireball of a Weapon Team malfunction, or mauled by enemy formations. However, time after time, Tretch reappears, having left his doomed brethren and popped up elsewhere to accomplish some notable feat.

Tretch Craventail

Unit Name

Tretch Craventail

Main Unit Key

wh2_dlc09_skv_cha_tretch_craventail

Land Unit Key

wh2_dlc09_skv_cha_tretch_craventail

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Spear Infantry

Naval Unit Group

Spear Infantry

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

750

Recruitment Cost

900

Upkeep Cost

225

Melee Attack

40

Weapon Strength (Weapon Damage)

400

├ Melee Weapon

wh2_dlc09_skv_cha_tretch_craventail

├ Melee Damage Base

280

├ Melee Damage Ap

120

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

25

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

70

├ Base Defence

70

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Armour Defence

90

└ Shield Armour

0

Health

4288

├ Man Entity

wh2_dlc09_skv_infantry_fast_hero_tretch_craventail

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

4280

Leadership (Base Morale)

65

Abilities

  • "Stay Here, I'll Get Help!"
    It's not running away. It's knowing when and where to be to secure the best advantage.
  • Tretch's Raiders
    A master of exploiting others' weaknesses, Tretch and his band are never where you expect them and always where they can do most damage.
  • Verminous Valour
    There is a sense in which the Skaven's natural cowardice can appear to be the very pinnacle of honourable conduct.
  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
  • Stand or Die!
    Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Melee Expert
    Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.