Hide (forest): This unit can hide in forests until enemy units get too close.
Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
"Khorne!" they roared, invoking the sacred battle-name of Kharnath, the Blood God, Lord of Battles. "Khorne!" they howled until it seemed the walls must fall from the violence of their voices alone. "Khorne!" they shrieked as they gnashed their teeth and bit their shields."
—A description of Sarl Berserkers at the destruction of Wisborg.
Marauder Berserkers is a Norsca melee infantry unit introduced in Total War: Warhammer. Berserkers fight with the strength of madmen and an absolute disregard for their own lives.
Marauder Berserkers are driven by one thing alone; a lethal intent to inflict unparalleled brutality upon their enemies. Like all Marauders, they are unrelenting combatants who habitually take what their own lands cannot provide from lesser men, but are set apart by their bizarre pre-battle rituals and unequalled fanaticism for killing. They immerse themselves in a psychotic state of mind before a fight, always consuming vast quantities of beer and indulging in head-butting contests prior to entering the battlefield. Once they see their enemies they attack without regard for their own lives, wild-eyed and frothing at the mouth. Upon reaching their target, the Berserker turns into a human whirlwind – with an axe in each hand, he spins, chops, and dismembers with a strength only achievable by a madman.
↑Frenzy: Units with frenzy cause more damage while their leadership is high.
↑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.
↑Damage Dealer: This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
A powerful infantry killer, Marauder Berserkers are nothing to scoff at if engaged in melee. The longer they fight, the more effective they become with progressive bonuses to Leadership and physical resistance. Beware underestimating them in a fight and use ranged units or magic to defeat them. Do not use any of Brettonia's or the Empire's inferior infantry against them if you can avoid it, as men at arms, Foot squires, halberdiers, and Greatswords can all get shredded. They are very vulnerable to missile fire before Berserk ramps up to buff their PR and need to be screened until they can charge into melee.
This page was last edited on 2 January 2021, at 06:18.
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