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HomeHome / Total War: WARHAMMER II / Wintertooth (Mortal Empires) / Units / Marauder Horsemen
Marauder Horsemen Wintertooth (Mortal Empires)Wintertooth (Mortal Empires) Missile Cavalry

Marauder Horsemen

These men are possessed, packing a decisive punch with a touch of insanity.

Some tribes of Marauders hold horses in high esteem, while others regard them with fear and superstition. To many, a warhorse is a sign of status, and only the best warriors may ride them. The steeds ridden by these tribes are powerful beasts, foul-tempered and strong of limb. Once a rider has broken such a horse, it will remain loyal to him until death, but they remain vicious and unruly should a stranger approach. Fed on a diet of human flesh and watered-down blood, these snorting, high-spirited steeds have a glint of intelligent menace in their eyes, and will trample, kick and bite as if berserk when engaged at close quarters. In battle, the speed and mobility of Marauder Horsemen leaves even the most able cavalrymen of the Old World sorely lacking. Able to steer their steeds with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked blades and hooked axes.

Marauder Horsemen

Unit Name

Marauder Horsemen

Main Unit Key

wh_main_nor_cav_marauder_horsemen_0

Land Unit Key

wh_main_nor_cav_marauder_horsemen_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Cavalry

Naval Unit Group

Missile Cavalry

Soldiers

60

Caste

Melee Cavalry

Category

Cavalry

Class

Missile Cavalry

Cost

525

Recruitment Cost

525

Upkeep Cost

132

Missile Damage

22

├ Missile Weapon

wh_main_chs_javelin

├ Projectile

wh_chs_javelin

├ Missile Damage

15

├ Missile Ap Damage

7

└ Base Reload Time

9

Accuracy

10

Range

80

Reload

10

Shots Per Minute

7.4

Ammunition

16

Melee Attack

22

Weapon Strength (Weapon Damage)

24

├ Melee Weapon

wh_main_chs_marauder_horsemen_spear

├ Melee Damage Base

19

├ Melee Damage Ap

5

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

24

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_leather_15

├ Armour Defence

15

└ Shield Armour

0

Health

91

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

75

├ Mount

wh_main_nor_mnt_warhorse_fast

├ Mount Entity

wh_main_chs_cavalry_fast_blood

├ Mount Speed

90

└ Mount Health

8

Leadership (Base Morale)

48

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

  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Requires Buildings
Marauder Horsemen Lv. 0 Shieling
Shieling
(wh_main_nor_outpost_stables_1)
Level 0
Corral
Corral
(wh_main_nor_outpost_stables_2)
Level 1
Ruinous Stables
Ruinous Stables
(wh_main_nor_outpost_stables_3)
Level 2
Shieling
Shieling
(wh_main_nor_stables_1)
Level 0
Corral
Corral
(wh_main_nor_stables_2)
Level 1
Ruinous Stables
Ruinous Stables
(wh_main_nor_stables_3)
Level 2
Garrison Buildings
Marauder Horsemen x 1 Watchtower
Watchtower
(wh_main_nor_garrison_2)
Level 1
Marauding Militia
Marauding Militia
(wh_main_nor_garrison_3)
Level 2
Watchtower
Watchtower
(wh_main_nor_outpost_garrison_2)
Level 1
Marauding Militia
Marauding Militia
(wh_main_nor_outpost_garrison_3)
Level 2
Bloody Bulwark
Bloody Bulwark
(wh_main_nor_walls_1)
Level 0
Skull-Laden Embankment
Skull-Laden Embankment
(wh_main_nor_walls_2)
Level 1
Wall of Carcasses
Wall of Carcasses
(wh_main_nor_walls_3)
Level 2