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ā€œ Nothing can survive the onslaught of one prophesied to be desolation incarnate. ā€ž

Tamurkhan the Maggot Lord is a Nurgle Legendary Lord unit introduced in Total War: Warhammer III with Thrones of Decay. In the campaign, he leads The Maggot Host faction.

Description[]

Tamurkhan the Maggot Lord has been known by many names, each more vile and grotesque than the last. As a powerful Chaos Lord, and one of the greatest Kurgan Champions of Nurgle in recent history, his divine patron has blessed him with the ability to burrow into almost any host, taking control of their body as if he were its puppet master. Though his reeking maggot corpse has commandeered many faces, the Ogre Tyrant Karaka Breakmountain has become a favoured host. In such a powerful body, Tamurkhan now gathers his great horde, determined to fulfil a twisted prophecy that tells of a horrific reign of terror across the Chaos Wastes and beyond. Death and disease shall run rampant in the Bringer of Desolation's wake, for his hordes are seemingly endless and bent on destroying the world!

Campaign Description[]

The Realm of Chaos[]

An ancient prophecy foretells of a vile and deathly force of Chaos, led by a monstrous champion capable of uniting the armies of their wretched God to conquer the unholy proving ground of Zanbaijin. Now, legend sits on the verge of reality. Tamurkhan, the great Kurgan Lord of Chaos, has declared himself the fabled Bringer of Desolation, seeking to lead the virulent war hosts of Nurgle in a sweeping tide of rot.

Burrowed deep in the body of an Ogre Tyrant, he puppets his hideous host with the blessing of the Urfather, riding before his great horde to spread death and destruction in abundance. The misguided pawns of lesser Gods will no doubt try to stand in his way – a mistake the Maggot Lord will make sure to punish severely!

Immortal Empires[]

Tamurkhan’s warhost emerges from the Fallen City, the Maggot Lord intent on proving his supremacy as Nurgle’s most powerful champion.

Attributes[]

  • Great Axe Infantry
  • ā–² Armour-Piercing Melee: 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.
  • ā–² 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.
  • ā–² Damage Dealer: This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
  • ā–² Ogre Charge: When attacking braced charge defenders, this unit only loses half of its charge bonus.

Character Abilities[]

Active Abilities[]

Campaign Only[]

Passive Abilities[]

Campaign Only[]

Item Abilities[]

Unique Items[]

  • The Black Cleaver

Mounts[]

Campaign starting units[]

Immortal Empires & The Realm of Chaos[]

Lord Effects[]

  • Wound recovery time: -3
  • Ability: "Nurgle's Favoured Son"
  • Melee attack: +5 for non-Daemonic units (Lord's Army)
  • Attribute: Immune to Psychology for non-Daemonic units (Lord's Army)

Character Traits[]

Personal Trait[]

The Maggot Lord: Tamurkhan's utterly fearsome reputation walks, or rather slithers, before him.

  • Wound recovery time: -3
  • Ability: "Nurgle's Favoured Son"
  • Melee attack: +5 for non-Daemonic units (Lord's Army)
  • Attribute: Immune to Psychology for non-Daemonic units (Lord's Army)

Unique Trait[]

Tamurkhan the Maggot Lord is able to gain a unique trait in the campaign (Click "expand" on the right to see the trait).

Trait Requirement Effect
Favoured of Nurgle: Fated Son
"All hail Tamurkhan, the Maggot Lord, Fated Son of the Great Kurgan!"
Increased the Fealty of Tamurkhan's Chieftains Physical resistance: 5%
Favoured of Nurgle: Champion of Zanbaijin
"All hail Tamurkhan, the Maggot Lord, Fated Son of the Great Kurgan, Champion of Zanbaijin!"
Increased the Fealty of Tamurkhan's Chieftains Physical resistance: 10%
Favoured of Nurgle: Bringer of Desolation
"All hail Tamurkhan, the Maggot Lord, Fated Son of the Great Kurgan, Champion of Zanbaijin, Rider of Bubebolos, Bringer of Desolation!!"'
Increased the Fealty of Tamurkhan's Chieftains
  • Physical resistance: 15%
  • Army ability: "Pandemicium" for Tamurkhan's army (own army)
Favoured of Nurgle
"All hail Tamurkhan, the Maggot Lord, Fated Son of the Great Kurgan, Champion of Zanbaijin, Bringer of Desolation, Favoured of Nurgle! The Throne of Chaos shall be his!"
Increased the Fealty of Tamurkhan's Chieftains
  • Physical resistance: 15%
  • Army ability: "Pandemicium" for Tamurkhan's army (own army)
  • Ability number of uses: 1 for "Pandemicium" (own army)

Defeat Trait[]

Tamur-Can't: Ultimately, all of the ambition, the amassed, slavering hordes, and the channelled power of Nurgle Himself, came to naught when faced with steel and sorcery.

  • Character experience gain: +15% (Heroes in Lord's army)
  • Local recruitment capacity: +1 (local province)

Talent Tree[]

Strategy[]

As Tamurkhan[]

On foot Tamurkhan is anti-large, while on Bubebolos anti-infantry. In either case he is a high mass entity with collision attacks that allows him to smash through infantry lines without anti-charge bonuses easily. With his surfeit of support abilities, he's best utilised as a centrepiece unit for your army, boosting a core of non-demonic Nurgle units around him. His weakness (such as it is) is his huge size; elite spears and focused range fire can wear him down if he's left standing still for too long, and really elite duelists like Archaon and Grimgor can beat him. Utilising his Feast of the Maggot Lord ability is a very high risk, high reward play; he has to be kept in close range of an enemy character while on very low health to activate it, and most human players will see it coming. Just keeping him topped off with Fleshy Abundance in tougher battles is the safer way to go.

Against Tamurkhan[]

Nurgle's largest adult son is one of the toughest opponents in the game, with a plethora of abilities that make him a serious threat on the battlefield and a pain off of it. In campaign, he will almost always have Kayzk the Befouled in his army, a high speed duelist who can pick up Unbreakable at level 14 and needs to be treated just as seriously. Because he's much faster than most Nurgle units, you can bait Kayzk out in front of his army's advance with a hero, and then mow him down with ranged, magic, or enough melee heroes once he's isolated.

Secondly, Tamurkhan has Pandemicium, a nuke-like ability that just like Ikit's needs to be baited out to avoid it doing serious damage to your troops. Ideally leave only a fast multi-entity unit visible for the first 45 seconds, then move them out of the way when you see the targeting reticule. At high levels he gets two uses of it, so you will have to be keep a watch out for the second load roughly around the 2:30 mark.

As far as Tamurkhan himself is concerned, focused range while keeping him distracted with spaced-out infantry or a fast tank is the best way of dealing with him. You must avoid having any of your characters near him when he's approaching death, because he will otherwise heal himself back up and put himself into an unkillable state while doing serious damage to them. Thanks to his strategic effects, in campaign he will come back almost immediately upon defeat. The only silver lining there is that thanks to Nurgle's unique recruitment mechanic defeating him once is often killer to his ability to recruit a really effective army, and also his defeat trait is pretty good, well worth farming.

Gallery[]