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HomeHome / Total War: WARHAMMER II / Wintertooth (Mortal Empires) / Units / Marauder Chieftain (War Mammoth)
Marauder Chieftain (War Mammoth) Wintertooth (Mortal Empires)Wintertooth (Mortal Empires) Command

Marauder Chieftain (War Mammoth)

Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.

The tribes of Northmen that flock southwards with any Chaos invasion are known by those in their path as Chaos Marauders. These savage barbarians fight with heavy axes and cruelly barbed flails, and charge in great howling mobs towards the foe. They have little fear of dying in battle, for they know that they fight under the scrutiny of their gods, and that cowards are beneath their deities' notice. The Chieftains that lead these warriors are a daunting sight, brooding hulks of muscle and hair whose bodies are covered in the scars and trophies of battle. Bearing weapons worn from dealing a thousand mortal injuries to those foolish enough to face them, these savage leaders are independent and fierce. These battle-hardened killers are the products of a people so steeped in conflict that, even in times of prosperity, they will fight to the death for the honour of leading the next raid.

Marauder Chieftain (War Mammoth)

Unit Name

Marauder Chieftain (War Mammoth)

Main Unit Key

wh_main_nor_cha_marauder_chieftan_3

Land Unit Key

wh_main_nor_cha_marauder_chieftan_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

War Mammoth

Naval Unit Group

War Mammoth

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Melee Attack

46

Weapon Strength (Weapon Damage)

525

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks

├ Melee Damage Base

125

├ Melee Damage Ap

400

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

15

Charge Bonus

80

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Armour Defence

70

└ Shield Armour

0

Health

14816

├ Man Entity

wh_main_infantry_standard_hero_blood

├ Man Speed

34

├ Man Health

8

├ Bonus Hit Points

14800

├ Mount

wh_dlc08_mnt_war_mammoth_howdah_lord

├ Mount Entity

wh_dlc08_nor_mon_mammoth_howdah_blood

├ Mount Speed

56

└ Mount Health

8

Leadership (Base Morale)

70

Abilities

  • Fight or Die!
    There is no other choice. There never was.
  • Rage
    These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Causes Terror
    This unit can fear themselves.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Damage Dealer
    This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
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