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HomeHome / Total War: WARHAMMER II / Talsyn (Mortal Empires) / Units / Enigmas of Ghyran (Zoats)
Enigmas of Ghyran (Zoats) Talsyn (Mortal Empires)Talsyn (Mortal Empires) Melee Infantry

Enigmas of Ghyran (Zoats)

Should storms of magic rage over unchartered woodlands, it may be a portent that monstrous and sinister things dwell within…

Massive, mace-wielding, and aggressively territorial when encountered up close, Zoats are in fact highly magical creatures that prefer to avoid detection in the wild. Instead they will rouse the trees and undergrowth to crush and strangle interlopers before taking any direct action. Their magical abilities are used in an instinctive manner not gained through study or ritual, enabling them to imbue a forest with a reputation so dreadful that even marauding Orcs and rampaging warherds will give the area a wide berth. When eldritch storms erupt upon the world, it is possible to draw the creatures out of their reclusive forest homes to bind them into service. On the battlefield a Zoat can knock swathes of enemies down with a single sweeping swing of its weapon while simultaneously using its innate connection to the Winds of Magic.

Enigmas of Ghyran (Zoats)

Unit Name

Enigmas of Ghyran (Zoats)

Main Unit Key

wh2_dlc16_wef_mon_zoats_ror_0

Land Unit Key

wh2_dlc16_wef_mon_zoats_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monstrous Beasts

Naval Unit Group

Monstrous Beasts

Soldiers

16

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

2050

Recruitment Cost

2050

Upkeep Cost

513

Melee Attack

38

Weapon Strength (Weapon Damage)

100

├ Melee Weapon

wh2_dlc16_wef_zoat

├ Melee Damage Base

30

├ Melee Damage Ap

70

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

26

└ Bonus vs Infantry

0

Charge Bonus

28

Melee Defence

50

├ Base Defence

50

├ Shield

none

└ Shield Defence

0

Armour

60

├ Armour

wh2_main_body_60

├ Armour Defence

60

└ Shield Armour

0

Health

526

├ Man Entity

wh2_dlc16_wef_zoat_blood

├ Man Speed

64

├ Man Health

8

└ Bonus Hit Points

518

Leadership (Base Morale)

75

Abilities

  • Flesh to Stone
    This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
  • Regrowth
    By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Forest Stalker
    Wood Elf units gain accuracy benefits when fighting in forests.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
The Eye of the Vortex
Mortal Empires