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The tribal outriders serve the savage whims of the Hound God from atop their dread steeds.

Marauder Horsemen of Khorne (Throwing Axes) are a Warhost of the Apocalypse Warriors of Chaos and Khorne Khorne missile cavalry unit introduced in Total War: Warhammer III with Champions of Chaos.

Recruitment[ | ]

Description[ | ]

Amongst the savage Northmen there is barely a tribe whose warriors do not include those who honour the Blood God. The lifestyle of Marauder societies near places such as Troll Country or the wild Steppes dovetails neatly with the behaviour the Blood God expects from His followers. Marauders who choose to worship Khorne simply view His patronage as a practical consideration, for those who pay tribute to their dread Lord quickly find themselves blessed with strength and ferocity. However, every lowly devotee of Khorne finds himself on a road to an all-consuming bloodlust that only the most strong-willed can resist, and only the very best can hope to sate.

Attributes[ | ]

  • Missile cavalry axe Missile Cavalry
  • Armour-Piercing Missiles: 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.
  • Very Fast: This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
  • 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.
  • Frenzy: Units with Wh main unit passive frenzyfrenzy cause more damage while their Icon stat moraleleadership is high.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

Khorne abhors ranged units, but quietly makes an exception here, and good thing too. Amongst all of Khorne's flanking units these ones are uniquely able to do very respectable damage against armoured flying units as well as slower heavy cav, so long as they are micro'd to keep them out of harm's way. They are very much a problem-solving unit and should be deployed to directly counter something that's otherwise going to cause you problems, while you're busy shoving all your other units directly into the enemy.

They can muster a passable charge if necessary, good for finishing off wavering units, and are also handy for riding down enemies once the battle is won.

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