Tretch Craventail

Tretch Craventail is a Skaven Legendary Lord introduced in Total War: Warhammer II as a free DLC in the Tomb Kings update. They can be downloaded free from Steam here. Tretch's formidable repertoire of underhanded skills, combined with his famously good luck, has led to a number of legendary deeds!

In the campaign, he leads the Clan Rictus faction.

Description
Tretch began his rise from anonymity when his Clawpack was leading a long line of Night Goblins back to Crookback Mountain. Ostensibly, the Clawleader had chosen Tretch to carry key items of the scavenged loot as a reward for his idea to spike the Goblins' fungus beer, but it is more likely he was chosen because he was deemed too scrawny to usurp the Clawpack. This proved untrue, as Tretch used a small keg of distilled Mad Cap mushrooms, the stuff that turns Goblins into deranged, spinning lunatics, to great effect. With impeccable timing, Tretch turned his line of slaves into whirling death-dealers just as the Clawleaders and Chieftains were convening to argue over which tunnel to take. The effect of multiple Fanatics chained to each other and attempting to twirl madly in a packed tunnel was spectacularly bloody.

After that incident the Clawpack needed a new leader and Tretch was first to scurry into the gap. Since those days, he has led countless ambushes and proven himself a master survivor. It was Tretch that found the hidden path to attack the flank of the Dwarf gunline at the Battle of Black Crag; Tretch who led the raid that tunnelled beneath the camp of mighty Black Orc Warlord Dagbad and every single Goblin out from underneath the Scourge of the Dark Lands; Tretch was the only Skaven to escape the sinking of the Imperial Galleon captured on the River Aver.

The detractors who jealously eye his rapid rise begin to get tail-twitchingly excited when they see Tretch's Clawpack flee the battle, wreathed in the fireball of a Weapon Team malfunction, or mauled by enemy formations. However, time after time, Tretch reappears, having left his doomed brethren and popped up elsewhere to accomplish some notable feat.

Abilities

 * Tretch's Raiders
 * "Stay Here, I'll Get Help!"
 * Verminous Valour
 * Stand Or Die!

Lord Effects
When chosen as starting lord:


 * Attribute: Vanguard deployment (Tretch's army)
 * Melee attack +13 during ambush battles (Tretch's army)
 * Melee attack +13 after retreating when attacked (Tretch's army)
 * Additional starting units:
 * Stormvermin (Sword & Shield)
 * Doomwheel
 * Death Runners

Mounts

 * None

Items

 * Lucky Skullhelm

Strategy
With his unique skills, the buffs from his Lucky Skullhelm and the regular Ancient Cunning skill, Tretch gains a whopping 65% extra ambush success chance. Since his army also gets a +13 melee attack bonus when ambushing and Skaven can ambush enemies offensively without needing to wait for them to wander into a prepared control zone, he is pretty much the king of sneak attacks. On the campaign map this allows him to pick apart enemy forces bigger than a single army one after another without having to worry about reinforcements; a very useful ability for dealing with the stacks spawned by Vortex rituals. In battle his most useful asset is his immense resistance to damage via regeneration, very high melee defence, the Lucky Skullhelm as well as his Stay Here, I´ll Get Help ability letting him turn invisible to slip away. Although he will probably not earn a lot of kills on his own, he can be used to distract and block enemy units that would do more damage elsewhere while you hit them with missile fire or attack them from behind. His Tretch´s Raiders aura can also be used to bolster your frontline with extra melee attack and weapon damage.