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This massive example of the simplest Greenskin race is a brutal but inaccurate blunt instrument, directed at the enemy to wreak maximum mayhem!

Colossal Squig is a Greenskins Greenskins monster unit introduced in Total War: Warhammer III with Omens of Destruction.

Recruitment[ | ]

Description[ | ]

The strange, improbable and often quite insane creatures known as Squigs are weird half-fungoid, half-flesh beasts that breed and multiply in symbiosis with the Greenskins. None of these match the sheer size of the Colossal Squig said to inhabit the depths of the Grey Mountains and the Vaults. These spherical monsters are of staggering size and possess insatiable appetites, no more in essence than an impossibly large, fleshy maw studded with row after row of scimitar-bladed teeth.

Attributes[ | ]

  • Wh3 dlc26 grn mon colossal squig icon Monster
  • Armour-Piercing: The damage of Modifier icon armour piercingarmour-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.
  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Damage Dealer: This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.

Unit Abilities[ | ]

Passive Abilities[ | ]

Scrap Upgrades[ | ]

Bigga Squig Spikes[ | ]

  • Cost: Icon grn scrap 80 Scrap
  • Bonus vs small character Bonus vs Infantry: +10
  • Charge character Charge bonus: +30
  • Tech grn scrap big beasts Technology Required: Eavy Monstas

Strapped Plates[ | ]

  • Cost: Icon grn scrap 50 Scrap
  • Resistance missile Missile resistance: 20%

Strategy[ | ]

The Colossal Squig distinguishes itself from the rest of the Greenskins' many monstrous anti-infantry options by being faster and squishier than most. It can get to where it needs to be significantly quicker than it looks like it can, which is important because it dies very quickly in unfavourable match-ups. Its anti-armour capabilities and high melee attack more or less guarantees it will take a big chunk out of anything it fights, but the fact it's so easy to hit and it Rampages makes it easy to lose. It explodes when it dies, which might make you think you're actually supposed to get it killed, but that's a very expensive suicide bomber you've got on your hands, particularly when the Soopa-Squig! exists.

They synergise well with Night Goblin Big Bosses, who can give them the Loner ability, increasing their speed and leadership when away from other friendly units. This on its own tells you how to best utilise them: on the flank, looking for vulnerable infantry or ranged to send them crashing into, away from the bulk of your army lest they get caught in any eventual explosions.

Gallery[ | ]

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