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HomeHome / Total War: WARHAMMER III / Puppets of Misrule / Units / Chosen of Tzeentch (Halberds)
Chosen of Tzeentch (Halberds) Puppets of MisrulePuppets of Misrule Infantry

Chosen of Tzeentch (Halberds)

Grasping splendidly decorous shafts of ensorcelled polearms, the halberdiers of Change march forth.

Despite his position as the God of Magic, Tzeentch, like His brother-Gods, indulges frequently in warfare and favours some warriors over others. To His Chosen He grants not only augmented physical ability and equipment, but also an innate awareness in strategy. Where Khorne’s Chosen comprise of supremely powerful and savage warriors intent on acts of unbounded violence, the Chosen of Tzeentch are more effectively used as part of grand, complex strategies. They are highly cerebral fighters known to plot their manoeuvres so quickly and elaborately that it often appears to their enemies that every eventuality had been planned for ahead of the battle.

Chosen of Tzeentch (Halberds)

Unit Name

Chosen of Tzeentch (Halberds)

Main Unit Key

wh3_dlc20_chs_inf_chosen_mtze_halberds

Land Unit Key

wh3_dlc20_chs_inf_chosen_mtze_halberds

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1500

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

80

Hit Points

10480

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_halberd

├ Man Entity

wh_main_infantry_standard_very_large_heavy_blood_dismembers

├ Man Hit Points

8

├ Num Men

80

└ Bonus Hit Points

123

Mass

210

└ Man Mass

210.0000

Armour

120

├ Armour

wh2_main_heavy_metal_120

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

28

└ Man Speed

28

Melee Attack

36

Melee Defence

56

Weapon Strength

46

├ Melee Weapon

wh3_dlc20_chs_chosen_mtze_halberd

Base Weapon Damage

15

Armour-Piercing Weapon Damage

31

Bonus vs. Large

26

Bonus vs. Infantry

0

Charge Bonus

16

Abilities

No Ability

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Mark of Tzeentch
    A unit with the [[col:white]]Mark of Tzeentch has:

Strengths & Weaknesses

  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • 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.