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For giants as part of other races, see Giant.
Giants attack the enemy in a rage, with flailing limbs that break both man and machine apart.

Giant is a Beastmen Beastmen monstrous unit Introduced in Total War: Warhammer with Call of the Beastmen.

Recruitment[ | ]

Description[ | ]

Giants are monstrous humanoids with boundless strength and a prodigious appetite for violence, flesh, and alcohol. They are most often encountered in the far north of the world, being fond of cold, rocky climates. However, some do make the deep forest their homes, whilst others descend from lairs in the World's Edge or Middle Mountains to join bands of Beastmen. Those that live in the forest are a particularly vile example of their breed. Their skin is often covered in green and brown mould, fungus and moss, whilst their long beards are matted and tangled with ivy and creepers. Giants do not make common cause with the warherds, instead following in their wake, joining in with the slaughter and slaking their hunger on cattle and their thirst on looted barrels of ale. Occasionally one of the forest-dwellers might be bound to the will of a shaman by way of dark arts. Such a beast, emerging from the trees, trailing rotting litter, swathed in twisting vines and stinking of rank, woodland decay is enough to fill superstitious soldiers with heart-stopping horror.

Attributes[ | ]

  • Giant 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.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • No Forest Penalty: Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.

Strategy[ | ]

Giants are disruptive infantry destroyers, sending enemy troops flying with their attack animations which helps to mitigate them getting surrounded. Due to their armor-piercing damage, they are most efficient at tearing up enemy armored infantry. When supported by other ground troops, they will take little damage in melee while steadily beating down a crowd. Be wary of concentrated missile fire, as they are easy targets for enemy skirmishers and artillery. Also, anti-large cavalry, monsters, and mounted heroes can be significant threats to them.

The giants of other races (Greenskins, Norsca, Chaos) have somewhat of a mediocre reputation for being overshadowed by better units filling the same role. These giants typically take multiple turns to recruit, often take high damage or die in autoresolve, have high building requirements and expensive upkeep, and are a pain to maintain or replenish while marching on campaign. The beastmen giants avoid many of these problems due to the beastmen economy, being able to recruit in 1 turn with no upkeep and being able to recruit from horde buildings while campaigning far from your territory. They are also on a shared ruination capacity increase with Chaos Spawn, and benefit from special yellow-line upgrades in Bray-Shaman Lords (+armor and missile resist), making them a more viable force in campaign for the beastmen than for other races.

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