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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Marauder Horsemen of Tzeentch
Marauder Horsemen of Tzeentch Oracles of TzeentchOracles of Tzeentch Missile Cavalry & Chariots

Marauder Horsemen of Tzeentch

Magical fetishes hang from belts and braids, festooning horses and the warriors riding upon them.

Tzeentch is a popular God among tribal shamans and Sorcerers, but tribes who worship the Great Eagle as their sole patron are uncommon. Most Marauders prefer the bloodiness of Khorne, the glittering prizes of Slaanesh, or the resilience gifted by Nurgle. What Tzeentch’s warbands lack in numbers, however, they make up for with cunning. They make use of guile in unison with their brawn, using tactics more akin to guerrilla warfare to destroy their enemies. Carrying totem banners of powerful magic into battle, they are perfectly capable of causing immense suffering to their enemies.

Marauder Horsemen of Tzeentch

Unit Name

Marauder Horsemen of Tzeentch

Main Unit Key

wh3_dlc20_chs_cav_marauder_horsemen_mtze_javelins

Land Unit Key

wh3_dlc20_chs_cav_marauder_horsemen_mtze_javelins

Land Unit Group Parents

Missile Cavalry & Chariots

Land Unit Group

Missile Cavalry

Caste

Missile Cavalry

Category

War Beast

Class

Missile Cavalry

Custom Battle Cost

700

Recruitment Cost

600

Upkeep Cost

150

Number of Units

60

Hit Points

4980

├ Mount

60

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_hr1_warhorse_spear_and_javelins

├ Man Entity

wh3_dlc20_cavalry_marauder_horsemen_mtze_blood

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

75

Mass

100

└ Man Mass

100.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

48

Speed

33

└ Man Speed

33

Melee Attack

22

Melee Defence

20

Weapon Strength

24

├ Melee Weapon

wh3_dlc20_chs_marauder_horsemen_mtze_spear

Base Weapon Damage

19

Armour-Piercing Weapon Damage

5

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

24

Ammunition

16

Range

80

Missile Strength

24

├ Missile Weapon

wh3_dlc20_chs_marauder_horsemen_mtze_javelin

├ Projectile

wh3_dlc20_chs_marauder_horsemen_mtze_javelin

Base Missile Damage

15

Armour-Piercing Missile Damage

7

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

9

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • 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:
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • 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.
  • Warpflame
    These magical flames sunder armour and leave the enemy vulnerable to further flaming attacks.