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To play as Broken Axe and Grom, you must own The Warden and the Paunch paid DLC.

Broken Axe is a playable sub-faction of the Greenskins introduced in Total War: Warhammer. It is led by Grom the Paunch and can be found in a couple of different locations, depending on campaign. See below for more details.

These unruly warriors dwell in the Badlands, mountains and other wild areas and love nothing more than a good fight. From time to time, they will come together in a great “Waaagh!” - an invasion of civilised lands. Armies of Greenskins feature masses of poorly-disciplined infantry, alongside boar-riding cavalry and monsters like trolls and giant spiders.

Background[ | ]

The Broken Axe tribe is a clan of Goblins that live at the eastern side of the Worlds Edge Mountains occupying one of the countless tumble-down fortresses that line the craggy and tunnel strewn passes.

Some time around 2400 IC a Goblin named Grom engaged in a now infamous eating contest, ingesting a plate of raw Troll steaks. After weeks of fevered indigestion and almost terminal flatulence, Grom's stomach managed to digest the Troll flesh as fast as it regrew, making him grow quickly in size and power.

Within ten years he had conquered the other tribes along the Mad Dog Pass and subjugated the Night Goblin tribes that lived around and under Thunder Mountain. For some years, the Broken Axe tribe wandered west and north, conquering the Orc and Goblin tribes of the southern Worlds Edge Mountains and the Badlands.

Some time around 2410 IC Grom led his horde over the Black Fire Pass, defeated the Dwarfs at the Battle of the Iron Gate, invaded the Empire and eventually built a ramshackle fleet. This led the Waaagh! to the shores of Ulthuan and its eventual defeat before the walls of Tor Yvresse.

Grom's name lives on through the tribe's war songs, as do his tactics, making full use of war machines, cavalry and massed Goblin infantry. They still deserve the fearsome reputation that Grom carved out for them.

Faction effects[ | ]

How they play[ | ]

Broken Axe generally plays like the other Greenskins factions but with a larger focus on gobboz, chariots and pump wagons.

In battle[ | ]

Broken Axe uses the Greenskin roster. This includes content available via free DLC and paid DLC such as The Warden and the Paunch, and The King and the Warlord.

Making Grom's Cauldron dishes on the campaign map can give Grom the Paunch special abilities in battle, such as Regeneration on all gobboz, breath attacks on Grom or explosive attacks on ranged units.

In campaign[ | ]

Broken Axe generally plays the same as other Greenskins factions, however the major differences are listed below. For general Greenskins information see Greenskins.

Starting territory[ | ]

The starting territory for Broken Axe changes depending on the campaign, and which faction the player is playing as.

Eye of the Vortex

Mortal Empires

  • When playing as Yvresse: Misty mountain and near Karak Azul
  • When playing as Broken Axe: Massif Orcal
  • When playing as another faction: Yvresse (province) (Ellisaeli and Shrine of Loec)

Immortal Empires

Grom's Cauldron[ | ]

Grom's Cauldron is a campaign mechanic unique to Broken Axe. Please expand with details.

Victory objectives[ | ]

Eye of the Vortex[ | ]

  • Defeat Yvresse

Mortal Empires[ | ]

Immortal Empires[ | ]

Short Campaign Victory

  • Occupy, loot, raze, or sack 30 different settlements
  • Control the following settlement either directly or through vassals and military alliances: Tor Yvresse

Long Campaign Victory

Diplomacy[ | ]

Diplomatic traits[ | ]

  • ?
  • ?

Starting agreements[ | ]

Mortal Empires:

  • ?

Strategy[ | ]

When not playing as The Broken Axe or Tor Yvresse, The Broken Axe begins in south Ulthuan. Due to their negative terms with the high elves, The Broken axe is usually wiped out early game as they start surrounded by High Elves.

When playing as the Broken Axe in eye of the vortex, they begin their campaign in Southlands World's Edge Mountains. They begin at war with Arachnos and are surrounded by a fair bit of enemies. The first order of business is to take out Arachnos and then Karak Zorn in order to take full control of your starting province. Sacking Karak Zorn is recommended in order to get an ingredient for Grom's Cauldron, and then occupy the settlement. From their it is advisable to take out the Last Defenders as they will eventually declare war on you. Using the underpass is advisable to go through the mountains and take their capital to cripple them. Occupy the southern Area's of the south lands as soon as possible in order to secure your position. The Knights of Caledor serve as a threat early on due to your poor relations with High elves. Take them out as soon as you can as they will do the same to you at the first opportunity.

Once the southern Southlands are secure, move north to take the rest of the continent. Khemri will generally not mind your presence, however, by this time they will own a fair bit of land. Declaring a WAAAGH! on them is advisable to get a fair bit of rewards. North of Khemri is a few settlements containing savage orcs. Occupying them is of great use to you for stronger troops. Do be aware you start at war with Yvresse and Eataine will follow suit. Be aware they may, at any point send an army to come and contest your power.

Once the Southlands are occupied, head north to Ulthuan to finish your campaign. Declaring a WAAAGH! on Eataine is recommended as at this point they will dominate southern Ulthwan and be a prime target for a WAAAGH!. Once Eataine has either been destroyed, or is no longer a threat, move in and take out the forces of Yvresse. The player must cook 12 recipes in order to be able to commence the final battle. Once you are ready, complete the final battle, and victory will be yours.

Trivia[ | ]

  • Broken Axe was added in The Warden and the Paunch DLC.
  • The trailer for the Warden and the Paunch features Grom and his horde rolling through the desert on top of chariots and pump wagons. This is likely a reference to the Mad Max movies.

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