Maneaters (Great Weapons)
Unusually astute Ogre mercenaries, boasting the exotic spoils and countless scars of far-off wars.When they return to the Ogre Kingdoms, Maneaters take any opportunity to bore their tribe-mates with long fanciful war stories, some of which are even true. Although such tales are tiresome, an Ogre Tyrant is always happy if he can call on the services of one or two units of Maneaters to aid his tribe. They will be used to lead important attacks, or hold a vital part of the battle line. Maneaters are famously stubborn opponents and usually prefer to fight to their last breath rather than flee.
Unit Name Maneaters (Great Weapons) |
Main Unit Key wh3_main_ogr_inf_maneaters_2 |
Land Unit Key wh3_main_ogr_inf_maneaters_2 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1400 |
Recruitment Cost 1400 |
Upkeep Cost 350 |
Number of Units 16 |
9280 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu13_wh3_ogre_2handed_hammer |
├ Man Entity wh3_main_ogr_monster_ogre_maneater_blood |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 572 |
1700 |
└ Man Mass 1700.0000 |
40 |
├ Armour wh2_main_body_40 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
54 |
└ Man Speed 54 |
Melee Attack 40 |
42 |
110 |
├ Melee Weapon wh3_main_ogr_maneater_great_weapon |
├ Base Weapon Damage 33 |
├ Armour-Piercing Weapon Damage 77 |
├ Bonus vs. Large 26 |
└ Bonus vs. Infantry 0 |
Charge Bonus 54 |
Abilities
No Ability
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. -
Immune to Psychology
The unit is immune to psychological attacks (fear and terror). -
Ogre Charge
When attacking braced charge defenders, this unit only loses half of its charge bonus. -
Wallbreaker
Allows the unit to attack and destroy walls in melee.
Strengths & Weaknesses
- Ogre Charge
When attacking braced charge defenders, this unit only loses half of its charge bonus. - 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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Faction Availability | |
---|---|
The Realm of Chaos |