“ | Quicksilver sky-beasts, briefly leaving the tides of magic to play their part in Tzeentch's aeons-long schemes. | „ |
Screamers of Tzeentch are a Tzeentch, Daemons of Chaos, and Warriors of Chaos war beasts unit introduced in Total War: Warhammer III.
Recruitment[ | ]
- Tzeentch
- Unlocked with: The Spark
- Daemons of Chaos
- Unlocked with: Obelisk of Tzeentch
- Tzeentch Glory: 110
- Warriors of Chaos
- Activating the Horror of the Skies gift and recruiting it in the Gifted Units
Description[ | ]
Screamers are glimmering sky-sharks that ride upon the Winds of Magic as a bird glides upon the breeze. They roam the tides of magic, preying upon the shadow-souls of mortal creatures, lone Chaos Furies and other unfortunate magical ephemera. Once the Screamers catch their doomed prey it is torn to pieces in an eye-blink, the gossamer shreds of its soul-stuff offered up as a gift to Tzeentch. So swift and agile are Screamers that they are highly sought after as steeds, however their instinctive nature swiftly proves calamitous should their controller's attention wander.
Attributes[ | ]
- Flying Monstrous Infantry
- ▲ Barrier: This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proporsional to remaining unit health.
- ▲ Anti-Large: Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- ▲ Flying: This unit can fly.
Unit Abilities[ | ]
Passive Abilities[ | ]
Strategy[ | ]
In comparison to Furies, Screamers sacrifice some speed and melee potential for a lot more resilience. They still aren't going to do anything amazing for you, but they serve as good anti-artillery units and their anti-large and armor-piercing characteristics make them decent against low to mid tier cavalry, particularly if you can fly them in from behind. Cycle charge them if you can so they have time to recover their barrier.
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