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HomeHome / Total War: WARHAMMER III / Crooked Moon / Units / Trolls
Trolls Crooked MoonCrooked Moon Monsters & Beasts

Trolls

Up close, a Troll will batter foes into submission or vomit disgusting and potently corrosive bile across the field.

Trolls live alone or in small groups, and roam desolate regions, preying on travellers and attacking isolated villages. Bands of Trolls often latch onto Greenskin tribes, attracted by the profusion of carcasses and refuse. Some are even thrown the odd Snotling or captive - the Greenskins do this to encourage the Trolls to stick around, for they are handy in a scrap. Trolls can maul any foe, but are so dumb it is hard to get them to follow orders. Savvy Warbosses know that without help the brutes seldom remain focused on the battlefield. Left on their own, Trolls are easily distracted and, instead of attacking, will stoop down to eat the injured or simply stand and drool. Only by barking commands himself, or by tasking a Big Boss to lead the Troll pack, can a Greenskin commander come close to relying on the hulking creatures. Even this shepherding isn't foolproof and some Trolls have been known to tune out a Warboss' yelling in order to eat rocks or pull up offending patches of grass. However, should the creatures reach combat they flail about with their mighty fists or makeshift weapons to lay waste to just about anything. Trolls also have the disturbing ability to retch up the contents of their stomachs. This noxious attack sprays semi-liquid bile and half-digested bits all over its victim, melting through armour and searing away flesh and bone - it is, truly, an ugly way to die.

Trolls

Unit Name

Trolls

Main Unit Key

wh_main_grn_mon_trolls

Land Unit Key

wh_main_grn_mon_trolls

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

800

Recruitment Cost

800

Upkeep Cost

200

Number of Units

16

Hit Points

7904

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu4b_troll_club

├ Man Entity

wh_main_monster_troll_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

486

Mass

1500

└ Man Mass

1500.0000

Armour

40

├ Armour

wh2_main_body_40

├ Shield

none

Missile Block Chance

0

Leadership

45

Speed

54

└ Man Speed

54

Melee Attack

34

Melee Defence

32

Weapon Strength

100

├ Melee Weapon

wh_main_club_troll

Base Weapon Damage

30

Armour-Piercing Weapon Damage

70

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

24

Abilities

  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
    Weakness to Fire Damage -20

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.

Strengths & Weaknesses

  • Poor Leadership
    This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby.
  • 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.
  • Regeneration
    [[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.