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Mortal might granted sorcerous flight, tearing the skies asunder in a blaze of blue and gold.

Doom Knights of Tzeentch are a Tzeentch Tzeentch, Wh3 main dae daemon prince 256 Daemons of Chaos, and Warhost of the Apocalypse Warriors of Chaos melee cavalry unit introduced in Total War: Warhammer III.

Recruitment[ | ]

Description[ | ]

Doom Knights are some of the most powerful mortals the world has ever seen. They tame the Discs of Tzeentch and thus consider themselves superior even to other champions of Chaos. Screeching through the air like few before them, they would be a wonderous sight to behold if their coming did not always spell death and, as is their namesake, total and utter doom. There is no escape from the Doom Knights, and as you would be right to expect, they show no mercy whatsoever.

Attributes[ | ]

  • Wh3 dlc20 tze doom knights Flying Cavalry
  • Armoured & Shielded: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage. Modifier icon shieldShields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Barrier: This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proporsional to remaining unit health.
  • 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.

Strategy[ | ]

An extraordinarily fast and deadly mobile infantry unit which can be swung in from behind or the flank to win critical front line battles, or hit isolated spellcasters. They have a lot of protection, but their very low numbers must be kept in mind: it doesn't take much attention from missile units or magic for them to start losing significant amounts of their combat potential. Their armor and shields are there for them to take glancing blows before they get stuck in, don't try and use them as tanks.

Similarly, though they can do the job perfectly, Tzeentch has more inexpensive ways of dealing with artillery. It's a waste for these guys not to be hunting the enemy's own elite troops and heroes.

Gallery[ | ]

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