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HomeHome / Total War: WARHAMMER III / Vampire Coast / Units / Fell Bats
Fell Bats Vampire CoastVampire Coast Monsters & Beasts

Fell Bats

Fell Bats fall upon their enemies in a seething mass; in numbers, they become overwhelming.

With a body as long as a grown man, Fell Bats are a fearsome sight. They are darker than midnight and silent as death, even when in full flight. In fact, the only noises that Fell Bat makes on the hunt are horrible gobbling slurps when it sinks its distended mouth into living flesh. In truth, a Fell Bat bears as much resemblance to an ordinary bat as a maddened lion does to a domestic cat. Those who have encountered them, and lived, tell how they hunt with unerring accuracy, swooping down to knock Knights from their saddles or pick off lone warriors unawares. Vampires view Fell Bats much as a Bretonnian Lord might his prized hunting falcons. Precious sweetmeats are offered to Fell Bats from the ramparts of the Vampire's fortress, but to harness an entire flock, a grander sacrifice must be made. A fresh victim, belly-slit and screaming, or a terrified messenger sent to run into the night with his eyes put out is more to their taste. Once they have the scene of gore, they will fall upon the enemy battle line with bloodthirsty intent.

Fell Bats

Unit Name

Fell Bats

Main Unit Key

wh2_dlc11_cst_mon_fell_bats

Land Unit Key

wh2_dlc11_cst_mon_fell_bats

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Flying War Beasts

Caste

War Beast

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

400

Recruitment Cost

350

Upkeep Cost

88

Number of Units

60

Hit Points

4200

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

ba1_bat

├ Man Entity

wh_main_flying_fell_bat_blood

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

62

Mass

150

└ Man Mass

150.0000

Armour

0

├ Armour

wh_main_body_0

├ Shield

none

Missile Block Chance

0

Leadership

30

Speed

70

└ Man Speed

70

Melee Attack

19

Melee Defence

44

Weapon Strength

26

├ Melee Weapon

wh_main_vmp_fell_bats

Base Weapon Damage

20

Armour-Piercing Weapon Damage

6

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

6

Abilities

  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.
  • Can Fly
    This unit can fly.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.