Left Panel
menu
HomeHome / Total War: WARHAMMER II / Grimgor's 'Ardboyz (Mortal Empires) / Units / Azhag the Slaughterer
Azhag the Slaughterer Grimgor's 'Ardboyz (Mortal Empires)Grimgor's 'Ardboyz (Mortal Empires) Command

Azhag the Slaughterer

Nobody knows what the crown is or where it is from, but through it Azhag gains clairvoyance and power.

Azhag is a threat like no other. What makes Azhag so unusual is his ominous iron crown, which emanates pure, ancient evil. It is this crown, a relic of olden days, which grants Azhag sorcerous powers and a sinister council beyond the comprehension of any Greenskin. This evil combination of Orcish brute-strength and a brilliant, if completely malevolent, ability to grasp far-seeing strategy makes for a deadly combination.

Azhag the Slaughterer

Unit Name

Azhag the Slaughterer

Main Unit Key

wh_main_grn_cha_azhag_the_slaughterer_0

Land Unit Key

wh_main_grn_cha_azhag_the_slaughterer_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

950

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

60

Weapon Strength (Weapon Damage)

420

├ Melee Weapon

wh_main_grn_choppa_azhag

├ Melee Damage Base

125

├ Melee Damage Ap

295

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

50

Melee Defence

36

├ Base Defence

36

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Armour Defence

70

└ Shield Armour

0

Health

4396

├ Man Entity

wh_main_grn_cha_orc_hero_lgn_blood

├ Man Speed

36

├ Man Health

8

└ Bonus Hit Points

4388

Leadership (Base Morale)

72

Abilities

  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
  • Get on Wiv it!
    Azhag has no tolerance for infighting, when he issues an order the boyz must 'get on wiv it' or pay with a particularly grisly death.

Attributes

  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.