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Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
1 Goblin Great Shaman
Lords / Wizard / wh_main_grn_cha_goblin_great_shaman_0
Goblin Great Shaman
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.
450 1000 250 1 3651 300 25 55 33 24 26 280 20
2
1 Goblin Great Shaman (Giant Wolf)
Lords / Wizard / wh_main_grn_cha_goblin_great_shaman_1
Goblin Great Shaman (Giant Wolf)
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.
650 1100 275 1 4027 300 25 55 33 24 26 280 50
3
1 Goblin Great Shaman
Lords / Wizard / wh_main_grn_cha_goblin_great_shaman_2
Goblin Great Shaman
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.
850 1200 300 1 4230 1050 45 55 90 14 10 250 70
Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
4
80 Goblin Wolf Riders
Cavalry & Chariots / Cavalry / wh_main_grn_cav_goblin_wolf_riders_0
Goblin Wolf Riders
A pack of Wolf Riders can appear from nowhere, strike with precision, and be away before the enemy knows what has happened.
300 300 75 80 4080 90 25 44 33 22 22 24 20
5
60 Night Goblin Squig Hoppers
Cavalry & Chariots / Cavalry / wh_dlc06_grn_cav_squig_hoppers_0
Night Goblin Squig Hoppers
It takes a certain kind of insanity to ride a rage-frothed Squig and bounce into the fray.
650 650 163 60 5400 90 25 60 33 28 20 32 32
Missile Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
6
80 Goblin Wolf Rider Archers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_grn_cav_goblin_wolf_riders_1
Goblin Wolf Rider Archers
A pack of Wolf Riders can appear from nowhere, strike with precision, and be away before the enemy knows what has happened.
400 400 100 80 3920 90 25 38 33 15 14 24 12 18 100 14
Monsters & Beasts
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
7
40 Squig Herd
Monsters & Beasts / War Beasts / wh_dlc06_grn_inf_squig_herd_0
Squig Herd
One incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare!
350 300 75 40 5320 800 50 36 58 26 20 33 40
8
60 Fell Bats
Monsters & Beasts / Flying War Beasts / wh_main_vmp_mon_fell_bats
Fell Bats
Fell Bats fall upon their enemies in a seething mass; in numbers, they become overwhelming.
400 350 88 60 4200 150 0 30 70 19 44 26 6
9
80 Chaos Warhounds (Poison)
Monsters & Beasts / War Beasts / wh_main_chs_mon_chaos_warhounds_1
Chaos Warhounds (Poison)
This beast's bite brings not just pain, but also a cruel toxicity that courses through every vein.
450 450 113 80 6080 150 15 38 95 26 17 22 20
10
16 Chaos Spawn
Monsters & Beasts / Monstrous Infantry / wh_main_chs_mon_chaos_spawn
Chaos Spawn
Monsters of mutated chaos, these altered beasts rain savage blows upon the foe.
1000 900 225 16 8768 1500 10 100 42 36 28 160 30
11
1 War Hydra
Monsters & Beasts / Monster / wh2_main_def_mon_war_hydra
War Hydra
A furious battlefield force; savage in combat and notoriously difficult to kill.
1600 1600 400 1 9458 5000 60 65 46 52 32 440 45
12
1 Feral Carnosaur
Monsters & Beasts / Monster / wh2_main_lzd_mon_carnosaur_0
Feral Carnosaur
First come the vibrations; next the distant sound of destruction; finally, carnage is unleashed. Good luck.
1550 1600 400 1 7544 4000 95 60 75 45 40 420 50