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HomeHome / Total War: WARHAMMER II / Wintertooth (Mortal Empires) / Units / Marauder Hunters (Javelins)
Marauder Hunters (Javelins) Wintertooth (Mortal Empires)Wintertooth (Mortal Empires) Missile Infantry

Marauder Hunters (Javelins)

The Hunter’s javelin takes down the largest of wild beasts, and the most gargantuan of foes.

The ruthless martial societies of the northern tribes see many men cast out into the wastes due to some transgression or another against their clan. An unforgiving way of life means that it is often impossible for these men to re-assimilate themselves into the warrior hierarchy. The few exiles that avoid death out in the freezing tundra often come together to form bloodthirsty bands of wild hunters, etching out a brutal existence that makes them even more hardened, callous, and adept as warriors – Marauders with the skill of ambush hunters. Attaining such skills is a way back into the battle ranks: when larger forces of tribesmen come together, the Marauder Hunters’ terrifyingly efficient ambushes frequently mark the beginning of their raids.

Marauder Hunters (Javelins)

Unit Name

Marauder Hunters (Javelins)

Main Unit Key

wh_dlc08_nor_inf_marauder_hunters_1

Land Unit Key

wh_dlc08_nor_inf_marauder_hunters_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Javelin Infantry

Naval Unit Group

Javelin Infantry

Soldiers

90

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

550

Recruitment Cost

500

Upkeep Cost

125

Missile Damage

25

├ Missile Weapon

wh_dlc08_nor_javelin_heavy

├ Projectile

wh_nor_javelin_heavy

├ Missile Damage

18

├ Missile Ap Damage

7

└ Base Reload Time

8

Accuracy

10

Range

90

Reload

10

Shots Per Minute

8.3

Ammunition

12

Melee Attack

26

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh_main_chs_axe_marauders

├ Melee Damage Base

21

├ Melee Damage Ap

7

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

8

Melee Defence

22

├ Base Defence

22

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_leather_15

├ Armour Defence

15

└ Shield Armour

0

Health

67

├ Man Entity

wh_main_chs_infantry_fast_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

59

Leadership (Base Morale)

50

Abilities

  • Rage
    These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Decent Melee Combatant
    Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • 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.
Requires Buildings
Marauder Hunters (Javelins) Lv. 0 Sparring Fields
Sparring Fields
(wh_main_nor_military_1)
Level 0
Raiders' Camp
Raiders' Camp
(wh_main_nor_military_2)
Level 1
Chieftain's Hall
Chieftain's Hall
(wh_main_nor_military_3)
Level 2
Raiders' Camp
Raiders' Camp
(wh_main_nor_outpost_military_2)
Level 1
Chieftain's Hall
Chieftain's Hall
(wh_main_nor_outpost_military_3)
Level 2
Losteriksson's Great Hall
Losteriksson's Great Hall
(wh2_main_special_skeggi_hall)
Level 0