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The Bloody Handz is a playable faction of the Greenskins introduced in Total War: Warhammer. It is led by Wurrzag da Great Green Prophet and can be found in the western Badlands.

These unruly warriors dwell in the Badlands, mountains and other wild areas and love nothing more than a good fight. From time to time, they will come together in a great “Waaagh!” - an invasion of civilised lands. Armies of Greenskins feature masses of poorly-disciplined infantry, alongside boar-riding cavalry and monsters like trolls and giant spiders.

Background[]

Da Godz speak ta me. Listen, and I’ll tell ya.

Traditionally, the Greenskins wander the Badlands as individual tribes, only coming together when the call to Waaagh! goes out. One such occasion is now; Wurrzag - aligned with the Orcs of the Bloody Handz tribe, who seek the greatness they believe 'Da Great Green Prophet' can bring them - is abroad, and has wandered into the Dragonback Mountains in search of more than just plunder and the inevitable scrap to get his filthy green hands on it.

Wurrzag desires greatness for all his kind - for Greenskins to go beyond being merely an avaricious rabble and "reach for da skies". This will bring his force into conflict with other, potentially-sneakier Greenskins, plus bands of humies, stunties, and whatever-else dares get in their way. War is exactly what da Green Godz - Gork and Mork - want; they want it bloody and climactic, and they want it right now! And who is Wurrzag - most pious of all Orcs - to go against the word of da Godz? Exactly. Waaagh!

Faction Effects[]

Wurrzag's power and influence are beyond question. Those that know his abilities obey; those who do not, suffer. His retinue of Savage Orcs has vowed to stand by "Da Great Green Prophet" to the end, and their strength has inspired countless other Greenskins to war in their turn.

  • Construction Can construct Savage Orc recruitment buildings in any settlement.
  • Campaign movement Campaign movement range: +10% (all armies).
  • Income Upkeep: -15% for Savage Orc units (all armies).
  • Magic campaign Winds of Magic power reserve capacity: +15 (all armies).

In battle[]

Plays largely the same as regular Greenskins factions but with a large focus on Savage Orcs.

In campaign[]

Plays largely the same as the other Greenskin factions, with the following exceptions:

Lord Choices[]

Savage Ways[]

Icon savagewaysSavage Ways allows The Bloody Handz to recruit the following Savage Orcs units from any settlement they control. Unlike most other Greenskins factions, they are not limited to recruiting these units in a settlement which has the Resource savage orcsSavage Orcs resource. This encourages recruiting of these powerful units earlier and more often.

Start Position[]

OotBH startpos

Starts Ekrund, Western Badlands in The Old World and Mortal Empires.

In Immortal Empires, Bloody Handz start in Cuexotl.

Victory Conditions[]

The same as for Grimgor's 'Ardboyz (see Greenskins#Victory Conditions), except you must destroy Grimgor's 'Ardboyz, instead of The Bloody Handz.

Immortal Empires[]

Short Campaign Victory

  • Win any of Wurrzag's quest battles (Baleful Mask, Squiggly Beast or Bonewood Staff)
  • Ensure that 3 of the following building(s) have been constructed: Bone Nose Idols, Bonewood Totems, Iron Penz
  • Construct 3 of each of the following Buildings: Effigies of Gork & Mork
  • Occupy, loot, raze, or sack 30 different settlements

Long Campaign Victory

  • Achieve the Short Victory Conditions
  • Occupy, loot, raze, or sack 60 different settlements
  • Construct 6 of each of the following Buildings: Effigies of Gork & Mork

Strategy[]

After being evicted from Ekrund, The Bloody Handz now starts at the a possibly, even more uncomfortable starting location due to one single factor: Oracles of Tzeentch.

Easily enough, The Bloody Handz starts their campaign, fighting an easy fodder minor Greenskins faction that can be done in one turn and also starts at war with Tlaqua, who is surprisingly easy to fight against in the early game thanks to the physical resistance of the Savage Orcs units along with early Lizardmen lacking spellcasters. After this, you have multiple urgent threats: Cult of Sigmar, The Drakenhof Conclave. It's probably better to go for Drakenhof Conclave since Cult of Sigmar will be busy dealing with the Northern threats rather than dealing with you then deal with Cult of Sigmar, which opens yourselves to even more threats: The Last Defenders, Ironbrow Expedition, 2 major Tomb Kings factions and Chevaliers de Lyonese along with possibly, Court of Lybaras, Exiles of Khorne and Clan Mors threatening you.

Another issue is Oracles of Tzeench. You'd be surprised that Order of Loremasters is less of a threat than Oracles of Tzeentch simply because there's a minor Lizardmen faction between you and Order of Loremasters, which means it will take a while for the High Elves to establish connections with you and since Order of Loremasters are most likely to be having war against Oracles of Tzeentch, if the Tzeentch faction wins, they'll most likely to be declaring war against the said minor Lizardmen faction as well. And if Tzeentch declares war on you, it's quite annoying since they have the Changing of Ways to annoy you constantly, and they're located far, deep in the Southern Chaos wastes, which is very-not-good territory for you to occupy and their magics/units deal a lot of magic-damage, which is a weakness for your Savage Orc units.

Trivia[]

  • They were added in Update 4 in October 2016.