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Hideously mutated and filled with hungry rage, Razorgors tear men apart in their search for food.

Razorgor Herd are a Beastmen Beastmen war beasts unit introduced in Total War: Warhammer with Call of the Beastmen.

Recruitment[ | ]

  • Construction Unlocked with: Den

Description[ | ]

Razorgors are massive cousins of the Tuskgors, mountains of mutated muscle and hair that are deadly in the extreme. As with all Children of Chaos, Razorgors are disfigured by hideous mutations, but they generally have the aspect of a nightmarish, gigantic boar covered in spines, tusks and coarse hair. Though Razorgors are voracious omnivores, they prefer a diet of fresh meat, and Beastmen are their natural prey. Still, such is their appetite and fearsome metabolism that they are able to gobble down a knight in full plate mail and his barded horse in a matter of seconds. It is a widely-held belief by the tribes of the woods that Razorgor have two natural states: a digestive torpor that sets in after they have gorged themselves, and blind, unthinking rage, which is by far the more common of the two. Once every decade or so a particularly powerful Beastlord will manage to harness several Razorgors at once. These are either herded into a loose pack and sent headlong into the enemy ranks, or used individually to pull chariots manned by the largest Bestigors. Regardless of who rides them, Razorgor chariots cannot truly be steered or directed - in fact all too often the crew can do little more than hold on tight as the chariot careens toward the foe. Razorgors have beady eyes and poor vision, but when they catch sight of the enemy they are nigh-on uncontrollable. A charging Razorgor can flatten a tree or smash through a chapel wall when roused, so the mess that one of these snorting monstrosities at full charge can make of even the stoutest shieldwall is truly sickening.

Attributes[ | ]

  • Wh dlc03 bst razorgor Monstrous Beasts
  • Armour-Piercing: 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.
  • 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.
  • Rampage: When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Strategy[ | ]

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Usually considered a strange unit on the Beastmen roster however, the Razorgor embodies the strengths of the Beastmen and also occupy a useful niche. They have high charge bonus and armour piercing damage, meaning they can crash into their enemies and deal solid damage. They have low melee stats, but that is compensated for by their charge bonus. While they are not shock cavalry, they should definitely not be left in fights for a long time. This is essentially the Beastmen motto, charge in and deal high amounts of damage before pulling back.

The unit has two other bonuses that help make it useful, high speed and good mass. This means that they can keep up with traditional cavalry units or at least keep them on their toes. They also can use their mass to surround targets and prevent them from escaping or pulling back to charge again. It also does not hurt that they cause fear to their foes.

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