Broken Nose

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Broken Nose
Wh main grn broken nose 256.png
General data
TypeMinor faction
CampaignsThe Old World
Mortal Empires
Starting territoryThe Vaults (in control of Zarakzil and Karak Bhufdar)

Broken Nose is a minor Greenskins faction added in Total War: Warhammer.

They provide an early threat for Clan Angrund and a potential ally for the Pirates of Sartosa and Clan Skryre.

Background[edit | edit source]

In 2470 IC, the Goblin Warlord Boggrub Legbiter led the Broken Nose tribe against the Dwarfs of Karak Azul, capturing from them many war machines, two of which they dubbed the Skull Crusher and the Lead Belcher.

Armed with these terrible machineries of destruction, Boggrub carved a path of destruction through the Worlds Edge Mountains and into Averland.

The Broken Nose Goblins are one of the most successful of the various Goblin tribes that plague the Worlds Edge Mountains and the surrounding areas. In ages past the tribes were instrumental in the capture of Dwarf holds such as Karak Azgul.

For Goblins they have a reputation for professionalism, and have even been known to follow orders of some tactical complexity. Orc warlords often come to agreements with the Broken Nose Goblins, hiring their warriors to perform the role of scouts or archers.

Starting territory[edit | edit source]

Mortal Empires:
  • The Vaults (in control of Zarakzil and Karak Bhufdar)

Diplomacy[edit | edit source]

Starting agreements[edit | edit source]

Mortal Empires:

Diplomatic traits[edit | edit source]

The Old World[edit | edit source]

  • Aggressive
  • Vampiric Influence

Mortal Empires[edit | edit source]

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Unreliable - Agreements hold little sway. This one is not to be trusted.
  • Underdog - Instead of trying to get to the top of the food chain, this one prefers joining a worthy faction in confederation.

Strategy[edit | edit source]

Click here to add a strategy!

As Belegar, eradicate this starting opponent as fast as possible.

As Aranessa, this tribe can serve as nice ally after conquering Tilea. Aranessa has no need to go further inland and get involved Belegar, Crooked Moon, and the Empire eventually. Therefore, this factions serves as a temporary buffer zone. There Vampiric influence trait may also give them a positive (or at least a neutral) attitude to Vampires.

As Clan Skryre, let them be, someone else will probably take care of them.