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HomeHome / Total War: WARHAMMER III / Ironbrow's Expedition / Units / Thorgrim Grudgebearer
Thorgrim Grudgebearer Ironbrow's ExpeditionIronbrow's Expedition Lords

Thorgrim Grudgebearer

There will be no rest, no peace, until every page of the Dammaz Kron is accounted for!

Thorgrim Grudgebearer is the current High King of the Dwarfs. He is a throwback to the High Kings of old - eager for new conquests, mighty in battle, and a merciless enemy. Yet upon his worn brow there also sits a great wisdom, and he is able to uphold the ancient traditions as well as to accept (if not embrace) needed changes, such as alliances and new technology. Thorgrim is forever brooding upon how to return his people to their former glory. As the ultimate ruler of the Dwarfs, the Great Book of Grudges is entrusted into his keeping. It is Thorgrim's avowed wish to avenge every single entry contained in that voluminous tome - an impossible task if he should live a thousand lifetimes. Yet such is his resolve that he has already helped to rejuvenate the whole of the Karaz Ankor. Tales of his deeds, and the long list of grudges already struck out, fill his grim warriors with a feeling that the Dwarfs have long done without: hope. Borne upon the Throne of Power and brandishing the Axe of Grimnir, Thorgrim is at the forefront of what the Dwarfs hope will be a great conquering - a new age of retribution!

Thorgrim Grudgebearer

Unit Name

Thorgrim Grudgebearer

Main Unit Key

wh_main_dwf_cha_high_king_thorgrim_grudgebearer_1

Land Unit Key

wh_main_dwf_cha_high_king_thorgrim_grudgebearer_1

Land Unit Group Parents

Lords

Land Unit Group

Great Axe Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

1500

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

1

Hit Points

8208

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

th1_dwarf_throneofpower

├ Man Entity

wh_main_dwf_veh_dwarf_throne_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

8200

Mass

2500

└ Man Mass

2500.0000

Armour

125

├ Armour

wh2_main_chainmail_125

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

30

└ Man Speed

30

Melee Attack

52

Melee Defence

62

Weapon Strength

500

├ Melee Weapon

wh_main_dwf_axe_hero_thorgrim

Base Weapon Damage

300

Armour-Piercing Weapon Damage

200

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

20

Abilities

  • Oath of Vengeance
    From the Dammaz Kron, the High King recounts an ancestral grudge towards the foe, driving the Dawi into a vengeful rage.
    Melee Defence -24
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • Stand Your Ground!
    On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
    Melee Defence +24
    Leadership +16
  • High King
    The High King is the embodiment of the Karaz Ankor. Should he be wounded or even fall then the Dwarfs will rise in a vengeful rage!
    Melee Attack +8
    Armour-Piercing Weapon Damage x 115%
    Base Weapon Damage x 115%

Attributes

  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Melee Expert
    Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.