Total War: WARHAMMER Wiki
Advertisement

Flaming whirlwinds of Tzeentch's infinite sorcery, their flesh covered in twisted faces, they unravel their foes' very being with reality-warping Chaos-fire.

Flamers of Tzeentch are a Tzeentch Tzeentch, Wh3 main dae daemon prince 256 Daemons of Chaos, and Warhost of the Apocalypse Warriors of Chaos monstrous missile infantry unit introduced in Total War: Warhammer III.

Recruitment[ | ]

Description[ | ]

Flamers are capable of a fair turn of speed, expelling gaseous ichor through the fungoid 'skirt' at their base to bound and leap across the ground with considerable mischievous gusto. A Flamer uses its blazing limbs to hurl bolts of magical flame at the foe. This is not fire in its truest sense, but a roiling cloud of Chaos energy. It does not burn, but warps reality. A Flamer's victim might briefly feel invigorated, before collapsing into a writhing puddle of flesh.

Attributes[ | ]

  • Wh3 main tze flamer Monstrous Missile Infantry
  • 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.
  • Warpflame: These magical flames sunder armour and leave the enemy vulnerable to further flaming attacks.
  • 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.
  • Flaming Attacks: This unit inflicts flaming attacks. Units hit by flaming attack heal at half the usual rate whilst Modifier icon flaming channel 'on fire' and sustain additional damage if vulnurable to fire.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

Flame infantry comparable to Warpfire Throwers and Irondrakes, and although they are significantly more maneouverable than those units they require a similar amount of micromanagement in battle. They output significant armor-piercing damage over time with flaming projectile streams in a straight line effective against high entity-count units. Ideally you want them to be firing along a line of infantry from the flank; firing at a line will result in useless overfire. They inflict the Warpflame debuff, which is useful to Tzeentch since they are somewhat lacking in the armour-piercing department.

Shield them from combat and return fire wherever you can, with a covering infantry unit if necessary. They are useless in melee combat, very fragile, and because they are Demonic you will lose the unit entirely if they take too much damage.

Advertisement