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HomeHome / Total War: WARHAMMER III / Disciples of the Maw / Units / Ironguts
Ironguts Disciples of the MawDisciples of the Maw Monsters & Beasts

Ironguts

The only thing more frightening than a charging Ogre is an even bigger charging Ogre.

Ironguts are the Ogres of any given tribe that have the most status and the best armour and weapons. They go into battle armed with massive two-handed weapons, be they enormous scimitars, rocks bolted to tree boughs with iron bands, or simply gigantic versions of the traditional Ogre club. lronguts wear large, ornamented gut-plates to show off their elite standing, and cover their meaty arms and boulder-like heads in heavy armour plating cobbled together from various conquests over the years.

Ironguts

Unit Name

Ironguts

Main Unit Key

wh3_main_ogr_inf_ironguts_0

Land Unit Key

wh3_main_ogr_inf_ironguts_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

16

Hit Points

9280

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu13_wh3_ogre_2handed_sword

├ Man Entity

wh3_main_ogr_monster_ogre_ironguts_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

572

Mass

1800

└ Man Mass

1800.0000

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

54

└ Man Speed

54

Melee Attack

36

Melee Defence

38

Weapon Strength

100

├ Melee Weapon

wh3_main_ogr_ogre_ironguts_great_weapon

Base Weapon Damage

30

Armour-Piercing Weapon Damage

70

Bonus vs. Large

0

Bonus vs. Infantry

5

Charge Bonus

46

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.
  • Ogre Charge
    When attacking braced charge defenders, this unit only loses half of its charge bonus.
  • 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.
  • Ogre Charge
    When attacking braced charge defenders, this unit only loses half of its charge bonus.
  • 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.