The Umbral Tide (Salamander Hunting Pack) is a Lizardmen monstrous infantry unit in Total War: Warhammer II. This shadowy tide of poisonous, scaly reptiles rarely tire and is always hungry. Always.
In 2512 IC, a Dark Elf army emerged from the Black Way to raid coastal ruins. Kroq-Gar and his army drove their tentacled beasts back into the sea and then surprised the raiding army aboard the Umbral Tide, a notorious Black Ark of the Naggaroth fleet, as it retreated through the Black Way.
Beached by powerful spells, the city-sized ship was swarmed over by Skinks, Kroxigor and Salamander Hunting Packs that rose out of the water to clamber aboard. Although the ship’s many towers launched flights of quarrels, the flame-spouts of the Salamanders soon silenced them, save for the cries of the hopelessly burned. Not a single Dark Elf survived and the ship’s massive hull remains, sticking out of the mudbanks, as a skeletal reminder of the fate of those who dare enter Lustria.
- ↑ 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.
- ↑ Stalk: This unit can move hidden in any terrain.
- ↑ Perfect Vigour: Even when performing the most fatiguing acts, this unit never loses vigour.
- ↓ Primal Instincts: When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Salamanders with perfect vigour. This is a huge benefit as they will never slow down or slow their reloads as other ranged units do. This creates a more reliable damage dealing and quick unit that can scorch your enemies.