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Marauder Horsemen (Throwing Axes) are a Warriors of Chaos and Norsca cavalry unit introduced in Total War: Warhammer. These men are possessed, packing a decisive punch with a touch of insanity.

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. In battle, the speed and mobility of Marauder Horsemen leaves even the most able cavalrymen of the Old World sorely lacking. Able to steer their steeds with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked blades and hooked axes.

Strengths & Weaknesses[]

  • 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.
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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[]

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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.

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