- Not to be confused with the Norsca unit: Marauder Horsemen (Throwing Axes) (Norsca).
“ | These men are possessed, packing a decisive punch with a touch of insanity. | „ |
Marauder Horsemen (Throwing Axes) are a Warriors of Chaos missile cavalry unit introduced in Total War: Warhammer with the Chaos Warriors Race Pack.
Recruitment[ | ]
- Unlocked with: Hall of Axes
WH1 - WH2[ | ]
- Unlocked with: Trial Pit
Description[ | ]
Some tribes of Marauders hold horses in high esteem, while others regard them with fear and superstition. To many, a warhorse is a sign of status, and only the best warriors may ride them. The steeds ridden by these tribes are powerful beasts, foul-tempered and strong of limb. Once a rider has broken such a horse, it will remain loyal to him until death, but they remain vicious and unruly should a stranger approach. Fed on a diet of human flesh and watered-down blood, these snorting, high-spirited steeds have a glint of intelligent menace in their eyes, and will trample, kick and bite as if berserk when engaged at close quarters.
Attributes[ | ]
- Missile Cavalry
- ▲ Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ▲ Armour-Piercing Missiles: The damage of armour-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.
- ▲ Very Fast: This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
- ▲ Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Strategy[ | ]
A useful unit that can be best employed against armoured units. Use instead of regular Marauder Horsemen when this is the case. Notably, they have a bronze shield which helps them absorb (30%) missile fire a little better when getting close for an axe volley. They also have 6 better melee defence which won't do a ton in the long run, but does help them against similar skirmish units.
This unit can easily dash in, throw a volley and then pull out before the enemy can respond. They can also sit just outside of a pitched engagement and shred armoured units.
The biggest downside to this unit is their short range, be wary of enemy missiles as they are the best at punishing how close this unit needs to get to throw.