“ | The emptinessss... the hunger... if only I could be warm again... it's all I think of between dark, waking dreamsss. | „ |
Night Terrors (Mournguls) are a Vampire Coast Regiment of Renown monstrous infantry unit introduced in Total War: Warhammer II with Curse of the Vampire Coast.
Recruitment[]
Description[]
Travelers, hunters, and outcasts unlucky enough to get lost and endure slow starvation amongst the killing cold of mountain winters risk exposure to the most insidious effects of the Winds of Magic. Even the most steadfast men can turn into monstrous shells of themselves known as Mournguls – insatiable, razor-thin creatures of frostbite-cracked bone who dwell in the high, chill barrens feasting upon all who encounter them. Considered neither living nor dead, it is notoriously difficult to subjugate these ghastly spectres, but some who undergo the twisted transformation are forced into enslavement by those with the right necromantic knowledge. When the Winds surge and arcane storms scream across the world, powerful binding scrolls can be fashioned to exert control over the walking nightmares, making it possible to create small bands of lesser Mournguls to do one's bidding. Such creatures are less autonomous, but no less ravenous or able to kill.
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.
- ▲ 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.
- ▲ Stalk: This unit can move hidden in any terrain.
Unit Abilities[]
Passive Abilities[]
Difference from Mournguls[]
New Passive Ability:
The Chilling Aura
Leadership increased to 72
Melee attack increased to 52
Melee defence increased to 33
Weapon Strength increased to 120
Charge Bonus increased to 34
Spell Resistance increased from 0% to 35%
Cost increased from 950 to 1200 (SP & MP)
Upkeep increased from 238 to 300
Strategy[]
Night Terrors gain the ability to cause terror (hence the name) at the cost of gaining rampage. While this is not the end of the world for an anti-infantry shock unit that heals itself in combat, it does make the Night Terrors a bit less flexible and mobile. They become more susceptible to focus fire and getting trapped in combat they will lose. As a Regiment of Renown, they do also gain the usual bonus to their melee stats that helps keep them alive in combat longer. Consider supporting with magic or other units should they rampage and get overextended.
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