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HomeHome / Total War: WARHAMMER III / Disciples of the Maw / Units / Maneaters (Great Weapons)
Maneaters (Great Weapons) Disciples of the MawDisciples of the Maw Monsters & Beasts

Maneaters (Great Weapons)

Unusually astute Ogre mercenaries, boasting the exotic spoils and countless scars of far-off wars.

When they return to the Ogre Kingdoms, Maneaters take any opportunity to bore their tribe-mates with long fanciful war stories, some of which are even true. Although such tales are tiresome, an Ogre Tyrant is always happy if he can call on the services of one or two units of Maneaters to aid his tribe. They will be used to lead important attacks, or hold a vital part of the battle line. Maneaters are famously stubborn opponents and usually prefer to fight to their last breath rather than flee.

Maneaters (Great Weapons)

Unit Name

Maneaters (Great Weapons)

Main Unit Key

wh3_main_ogr_inf_maneaters_2

Land Unit Key

wh3_main_ogr_inf_maneaters_2

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1400

Recruitment Cost

1400

Upkeep Cost

350

Number of Units

16

Hit Points

9280

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu13_wh3_ogre_2handed_hammer

├ Man Entity

wh3_main_ogr_monster_ogre_maneater_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

572

Mass

1700

└ Man Mass

1700.0000

Armour

40

├ Armour

wh2_main_body_40

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

54

└ Man Speed

54

Melee Attack

40

Melee Defence

42

Weapon Strength

110

├ Melee Weapon

wh3_main_ogr_maneater_great_weapon

Base Weapon Damage

33

Armour-Piercing Weapon Damage

77

Bonus vs. Large

26

Bonus vs. Infantry

0

Charge Bonus

54

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.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).
  • 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

  • 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.
  • 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.