Left Panel
menu
HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Da Swamp Fings (River Trolls)
Da Swamp Fings (River Trolls) BonerattlazBonerattlaz Monsters & Beasts

Da Swamp Fings (River Trolls)

Nesting within the murkiest, smelliest swamps, the most fetid of River Trolls are always smelled before they are seen!

As with all Troll varieties, the River Troll’s hunched appearances belies its powerful nature. Having physically adapted to their environment of bogs or untamed riverbanks, their skin often combines features seen in other trolls being warty, slimy, and scaly all at the same time. They are truly one of the foulest examples of the diversity amongst Trolls, partially submerging themselves in swamps or brackish ponds in order to sneak up on their prey and ambush them. The only chance their victims may have is that they absolutely reek of rotten fish, meaning their presence can sometimes be smelled before attacks take place. In times of war, they happily haul their smelly masses out of their waterholes to follow any Warbosses promising them a chance to gorge their bloated bellies on man-flesh – or any other sort of flesh for that matter.

Da Swamp Fings (River Trolls)

Unit Name

Da Swamp Fings (River Trolls)

Main Unit Key

wh2_dlc15_grn_mon_river_trolls_ror_0

Land Unit Key

wh2_dlc15_grn_mon_river_trolls_ror_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

16

Hit Points

7904

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu4f_dlc15_river_troll_club

├ Man Entity

wh_main_monster_troll_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

486

Mass

1500

└ Man Mass

1500.0000

Armour

40

├ Armour

wh2_main_body_40

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

54

└ Man Speed

54

Melee Attack

43

Melee Defence

50

Weapon Strength

105

├ Melee Weapon

wh_dlc15_club_river_troll_poison

Base Weapon Damage

35

Armour-Piercing Weapon Damage

70

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

30

Abilities

  • Overwhelming Odour
    "If you thought them Hags smelt bad from a distance, just wait until you get up close…"
    Melee Attack -6
  • 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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Slimy Shanks
    River Trolls gain benefits when fighting in their natural watery habitat – and the wretched smell of river detritus that surrounds them weakens nearby enemies.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Recuitment Requirement
Maximum Number 1