Left Panel
menu
HomeHome / Total War: WARHAMMER III / Clan Mors / Units / Tretch Craventail
Tretch Craventail Clan MorsClan Mors Lords

Tretch Craventail

Tretch's formidable repertoire of underhanded skills, combined with his famously good luck, has led to a number of legendary deeds!

Tretch began his rise from anonymity when his Clawpack was leading a long line of Night Goblins back to Crookback Mountain. Ostensibly, the Clawleader had chosen Tretch to carry key items of the scavenged loot as a reward for his idea to spike the Goblins' fungus beer, but it is more likely he was chosen because he was deemed too scrawny to usurp the Clawpack. This proved untrue, as Tretch used a small keg of distilled Mad Cap mushrooms, the stuff that turns Goblins into deranged, spinning lunatics, to great effect. With impeccable timing, Tretch turned his line of slaves into whirling death-dealers just as the Clawleaders and Chieftains were convening to argue over which tunnel to take. The effect of multiple Fanatics chained to each other and attempting to twirl madly in a packed tunnel was spectacularly bloody. After that incident the Clawpack needed a new leader and Tretch was first to scurry into the gap. Since those days, he has led countless ambushes and proven himself a master survivor. It was Tretch that found the hidden path to attach the flank of the Dwarf gunline at the Battle of Black Crag; Tretch who led the raid that tunnelled beneath the camp of mighty Black Orc Warlord Dagbad and every single Goblin out from underneath the Scourge of the Dark Lands; Tretch who was the only Skaven to escape the sinking of the Imperial Galleon captured on the River Aver. The detractors who jealously eye his rapid rise begin to get tail-twitchingly excited when they see Tretch's Clawpack flee the battle, wreathed in the fireball of a Weapons Team malfunction, or mauled by enemy formations. However, time after time, Tretch reappears, having left his doomed brethren and popped up elsewhere to accomplish some notable feat.

Tretch Craventail

Unit Name

Tretch Craventail

Main Unit Key

wh2_dlc09_skv_cha_tretch_craventail

Land Unit Key

wh2_dlc09_skv_cha_tretch_craventail

Land Unit Group Parents

Lords

Land Unit Group

Spear Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

750

Recruitment Cost

900

Upkeep Cost

225

Number of Units

1

Hit Points

4288

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu17_craventail_spear_and_fork

├ Man Entity

wh2_dlc09_skv_infantry_fast_hero_tretch_craventail

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4280

Mass

450

└ Man Mass

450.0000

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

42

└ Man Speed

42

Melee Attack

40

Melee Defence

70

Weapon Strength

400

├ Melee Weapon

wh2_dlc09_skv_cha_tretch_craventail

Base Weapon Damage

280

Armour-Piercing Weapon Damage

120

Bonus vs. Large

25

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • "Stay Here, I'll Get Help!"
    It's not running away. It's knowing when and where to be to secure the best advantage.
    Leadership +16
  • Tretch's Raiders
    A master of exploiting others' weaknesses, Tretch and his band are never where you expect them and always where they can do most damage.
    Melee Attack +8
    Armour-Piercing Weapon Damage x 112%
    Base Weapon Damage x 112%
  • Verminous Valour
    There is a sense in which the Skaven's natural cowardice can appear to be the very pinnacle of honourable conduct.
    Speed x 125%
    Leadership +8
  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
    Speed x 110%
  • 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%
  • Stand or Die!
    Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
    Melee Defence +24
    Leadership +16

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • 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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • 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.
  • 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.