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HomeHome / Total War: WARHAMMER III / Disciples of the Maw / Units / Crushers (Great Weapons)
Crushers (Great Weapons) Disciples of the MawDisciples of the Maw Cavalry & Chariots

Crushers (Great Weapons)

The only sure way to escape the pulverising charge of a half-blind Rhinox is to make oneself smell like another Rhinox.

Despite the inhospitable weather, the Mountains of Mourn teem with life. Herds of great woolly beasts are plentiful, criss-crossing the boulder-strewn slopes and snowy plateaus seeking food. They are primeval creatures that have existed unchanged since the world was still covered in ice. The Rhinoxen, a common herd animal, will lower their impressively-large horns and charge anything that doesn't stink of their own kind. Their twin horns can gouge a furrow into a cliff face and no predator wishes to be on the receiving end of charge from a single beast, much less a stampeding herd.

Crushers (Great Weapons)

Unit Name

Crushers (Great Weapons)

Main Unit Key

wh3_main_ogr_cav_crushers_1

Land Unit Key

wh3_main_ogr_cav_crushers_1

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Monstrous Cavalry

Caste

Monstrous Cavalry

Category

Cavalry

Class

Melee Infantry

Custom Battle Cost

1900

Recruitment Cost

1900

Upkeep Cost

475

Number of Units

12

Hit Points

8784

├ Mount

12

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu13_wh3_ogre_hq2_mournfang_2handed_sword

├ Man Entity

wh3_main_ogr_monster_ogre_blood

├ Man Hit Points

8

├ Num Men

12

└ Bonus Hit Points

724

Mass

1500

└ Man Mass

1500.0000

Armour

120

├ Armour

wh2_main_heavy_metal_120

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

54

└ Man Speed

54

Melee Attack

44

Melee Defence

30

Weapon Strength

144

├ Melee Weapon

wh3_main_ogr_ogre_crusher_great_weapon

Base Weapon Damage

44

Armour-Piercing Weapon Damage

100

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

80

Abilities

No Ability

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Wallbreaker
    Allows the unit to attack and destroy walls in melee.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • 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.