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Nomadic mercenaries, adorned in the garish trappings of the kingdoms they have visited, fought for and terrorised.

Maneaters are an Ogre Kingdoms monstrous infantry unit introduced in Total War: Warhammer III with Ogre Kingdoms (DLC). In Immortal Empires, they're available to Pirates of Sartosa.

Recruitment[]

Description[]

Maneaters inherit the cultures of the lands they visit, rather than spread their own. These mercenaries learn the fighting skills and adopt the style of dress appropriate to the lands in which they fight. For example, a Maneater in the Empire might wear breeches and an ostentatious feather with a brace of huge pistols across his chest. One who has been campaigning in the jungles of the Southlands, on the other hand, might go into battle as the Savage Orcs do – that is, wearing an undersized loincloth, a gut-plate and nothing else but smeary warpaint.

Attributes[]

  • Monstrous Infantry
  • Armour-Piercing: 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.
  • Ogre Charge: When attacking braced charge defenders, this unit only loses half of its charge bonus.

Strategy[]

Maneaters are much the same as Bulls, except with far better stats and no fear of armour. However they have very little protection of their own, and so need to be deployed carefully. A good tactic is to screen their approach with Gnoblars or Bulls before unleashing them into your enemy's armoured infantry, where you will get the most value out of them.

In the hands of the Pirates of Sartosa, the Maneaters occupy a much different niche, showing up relatively late compared to the faction's other living units and having to compete for the heavy-hitter role with units such as the Rotting Prometheans, Animated Hulks, and Mournguls who don't have to deal with the possibility of losing Morale and Routing.

However, Maneaters hold some advantages over their undead competition -- while more expensive than any of those three, Maneaters boast better combat stats than all three of them (except defense for the Prometheans), in particular having very high speed. Maneaters' foot-speed of 54 is better than any other ground unit the Pirates of Sartosa can field save the Scurvy Dogs and even approaches competing with their slower fliers, while being much tougher. A unit of Maneaters can give a Pirates army tactical flexibility the other Vampire Coasts can't buy for love or money, able to overwhelm infantry units that escape the gunline's attention, chase down targets that would otherwise run rings around the slower zombies, or launch rapid attacks of their own on missile and artillery units in the backline, similar to the role initially played in Aranessa's armies by the Sartosa Free Company.

Gallery[]