Trolls
Up close, a Troll will batter foes into submission or vomit disgusting and potently corrosive bile across the field.Trolls live alone or in small groups, and roam desolate regions, preying on travellers and attacking isolated villages. Bands of Trolls often latch onto Greenskin tribes, attracted by the profusion of carcasses and refuse. Some are even thrown the odd Snotling or captive - the Greenskins do this to encourage the Trolls to stick around, for they are handy in a scrap. Trolls can maul any foe, but are so dumb it is hard to get them to follow orders. Savvy Warbosses know that without help the brutes seldom remain focused on the battlefield. Left on their own, Trolls are easily distracted and, instead of attacking, will stoop down to eat the injured or simply stand and drool. Only by barking commands himself, or by tasking a Big Boss to lead the Troll pack, can a Greenskin commander come close to relying on the hulking creatures. Even this shepherding isn't foolproof and some Trolls have been known to tune out a Warboss' yelling in order to eat rocks or pull up offending patches of grass. However, should the creatures reach combat they flail about with their mighty fists or makeshift weapons to lay waste to just about anything. Trolls also have the disturbing ability to retch up the contents of their stomachs. This noxious attack sprays semi-liquid bile and half-digested bits all over its victim, melting through armour and searing away flesh and bone - it is, truly, an ugly way to die.
Unit Name Trolls |
Main Unit Key wh_main_grn_mon_trolls |
Land Unit Key wh_main_grn_mon_trolls |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
Number of Units 16 |
7904 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu4b_troll_club |
├ Man Entity wh_main_monster_troll_blood |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 486 |
1500 |
└ Man Mass 1500.0000 |
40 |
├ Armour wh2_main_body_40 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 45 |
54 |
└ Man Speed 54 |
Melee Attack 34 |
32 |
100 |
├ Melee Weapon wh_main_club_troll |
├ Base Weapon Damage 30 |
├ Armour-Piercing Weapon Damage 70 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 24 |
Abilities
-
Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Weakness to Fire Damage -20
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
- Poor Leadership
This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby. - 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. - Regeneration
[[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |