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HomeHome / Total War: WARHAMMER III / Morrslieb's Howlers / Units
Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
1 Warlord
Lords / Sword Infantry / wh2_main_skv_cha_warlord_0
Warlord
Their titles acquired by taking them from others, their savagery against the foe is just as unremitting.
550 700 300 1 4068 650 90 60 40 50 55 400 35
Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
2
1 Grail Reliquae
Infantry / Support Infantry / wh_dlc07_brt_inf_grail_reliquae_0
Grail Reliquae
The interred remains of Knights are defended violently by those whose existence gives them purpose.
300 300 125 1 3474 700 40 85 40 24 28 45 12
3
160 Nasty Skulkers
Infantry / Sneaky Infantry / wh_dlc06_grn_inf_nasty_skulkers_0
Nasty Skulkers
Even the most heinous green-skinned scumbags look upon these Goblins' swift skulduggery with reverent horror.
500 500 125 160 8320 90 15 40 37 26 16 24 20
4
120 Flagellants
Infantry / Mace Infantry / wh_dlc04_emp_inf_flagellants_0
Flagellants
Wading into battle, crazed and unable to be broken, facing their doom with furious acceptance.
600 600 150 120 8760 100 0 100 36 32 12 33 24
5
80 Forsaken
Infantry / Melee Infantry / wh_dlc01_chs_inf_forsaken_0
Forsaken
Little humanity remains within the Forsaken, only a desire for battle, followed by a furious charge into the fray.
750 750 188 80 7360 230 85 70 46 32 20 58 36
6
120 Plague Monk Censer Bearers
Infantry / Flail Infantry / wh2_main_skv_inf_plague_monk_censer_bearer
Plague Monk Censer Bearers
Half-mad, swinging their censers violently and damning all those nearby to a pestilent demise.
1000 1000 250 120 9600 120 10 72 42 31 27 44 34
Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
7
120 Night Goblin Archers (Fanatics)
Missile Infantry / Missile Infantry / wh_main_grn_inf_night_goblin_fanatics_1
Night Goblin Archers (Fanatics)
Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.
600 600 151 120 6480 90 15 40 35 15 20 27 7 24 115 14
8
48 Poisoned Wind Globadiers
Missile Infantry / Missile Infantry / wh2_main_skv_inf_poison_wind_globadiers
Poisoned Wind Globadiers
When a poisoned globe explodes, anyone caught in its radius is guaranteed to die a painful, pus-ridden death.
650 650 138 48 3648 150 100 58 38 18 16 26 6 18 85 40
Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
9
60 Night Goblin Squig Hoppers
Cavalry & Chariots / Cavalry / wh_dlc06_grn_cav_squig_hoppers_0
Night Goblin Squig Hoppers
It takes a certain kind of insanity to ride a rage-frothed Squig and bounce into the fray.
650 650 163 60 5400 90 25 60 33 28 20 32 32
Monsters & Beasts
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
10
1 Warlord (Bonebreaker)
Monsters & Beasts / Monster / wh2_main_skv_cha_warlord_1
Warlord (Bonebreaker)
Their titles acquired by taking them from others, their savagery against the foe is just as unremitting.
1000 1150 300 1 6376 400 70 60 44 50 55 460 55
11
8 Arachnarok Spider
Monsters & Beasts / Gigantic Spider / wh_main_grn_mon_arachnarok_spider_0
Arachnarok Spider
With a team of Goblins upon its back, the Arachnarok's sheer enormity strikes fear into the hearts of all who face it.
1900 1900 475 8 79720 100 120 65 33 58 30 420 40
Artillery & War Machines
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
12
4 Doom Diver Catapults
Artillery & War Machines / Catapult / wh_main_grn_art_doom_diver_catapult
Doom Diver Catapults
Fired from a catapult with crude wings strapped to his arms, the cackling Goblin pilot guides himself to a messy, pointy-hatted impact.
1000 1000 250 4 4212 3090 15 40 20 10 6 24 5 22 400 164
13
1 Doomwheel
Artillery & War Machines / War Machine / wh2_main_skv_veh_doomwheel
Doomwheel
Careening across the battlefield, smashing everything on contact and incinerating anything too close with bolts of savage Warpstone lightning.
1450 1450 363 1 6420 2000 100 65 72 26 37 297 50