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HomeHome / Total War: WARHAMMER II / Wintertooth (Mortal Empires) / Units / Fimir Warriors (Great Weapons)
Fimir Warriors (Great Weapons) Wintertooth (Mortal Empires)Wintertooth (Mortal Empires) Melee Infantry

Fimir Warriors (Great Weapons)

When hoping for the fleeting, fickle favour of the Ruinous Ones, carry a really big mace.

With a single eye atop a fanged snout, and deathly yellow-grey flesh that can shrug off blows that would kill a mortal man outright, the amphibious humanoid monsters known as the Fimir are horrific living legends. Their origins are unknown to most, but a millennium ago they were roaring the praises of the Dark Gods as they despoiled the lands of men living in the area that would later become the Empire. Then, one day, the Gods abandoned them in favour of man. Despite hating mankind, the Fimir have a common cause with the Norscan tribes, as they both crave the attention of the Dark Gods, but even so, it is an uneasy and fractious alliance.

Fimir Warriors (Great Weapons)

Unit Name

Fimir Warriors (Great Weapons)

Main Unit Key

wh_dlc08_nor_mon_fimir_1

Land Unit Key

wh_dlc08_nor_mon_fimir_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monstrous Infantry

Naval Unit Group

Monstrous Infantry

Soldiers

16

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1450

Recruitment Cost

1450

Upkeep Cost

363

Melee Attack

28

Weapon Strength (Weapon Damage)

95

├ Melee Weapon

wh_dlc08_nor_great_mace

├ Melee Damage Base

31

├ Melee Damage Ap

64

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

27

└ Bonus vs Infantry

0

Charge Bonus

27

Melee Defence

38

├ Base Defence

38

├ Shield

none

└ Shield Defence

0

Armour

110

├ Armour

wh2_main_heavy_metal_110

├ Armour Defence

110

└ Shield Armour

0

Health

514

├ Man Entity

wh_dlc08_nor_monster_fimir_blood

├ Man Speed

45

├ Man Health

8

└ Bonus Hit Points

506

Leadership (Base Morale)

70

Abilities

  • From the Mist
    Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.

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.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Sundering
    The armour-splitting attacks of this unit can significantly weaken the target's armour.
  • 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.
Requires Buildings
Fimir Warriors (Great Weapons) Lv. 0 Glacial Passages
Glacial Passages
(wh_main_nor_creatures_3)
Level 2
Ogham Stones
Ogham Stones
(wh2_twa03_special_ogham_stones_2)
Level 1
Empowered Ogham Stones
Empowered Ogham Stones
(wh2_twa03_special_ogham_stones_3)
Level 2
Garrison Buildings
Fimir Warriors (Great Weapons) x 2 Ogham Stones
Ogham Stones
(wh2_twa03_special_ogham_stones_2)
Level 1
Empowered Ogham Stones
Empowered Ogham Stones
(wh2_twa03_special_ogham_stones_3)
Level 2