Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
Hide (forest): This unit can hide in forests until enemy units get too close.
Treeman is a Wood Elves melee infantry unit. A powerful flurry of knots and branches, striking out in the midst of the battle; the will of the forest made real. In The Queen and the Crone, the Avelorn faction also has access to Treemen.
The most powerful of Athel Loren's spirits are able to entwine their essence with that of a living tree, moulding it to their will. It is not a decision taken lightly, for when a spirit forms a bond with a living tree, they become irrevocably merged and cannot choose to leave - only death can sever the connection. From that moment on, the will of the spirit shapes and drives the tree, using knotted bark and gnarled branches to serve where an insubstantial spirit form cannot. Thus is a Treeman born. Certain to be counted amongst the mightiest of Athel Loren's denizens, his gnarled form is almost impervious to harm, and his strength a near-match for the Dragons of the deep glades. Treemen do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone. They can stomp their knurled feet into the ground, knocking foes down, or even send writhing roots to drag foes deep underground where their tendrils can feast upon the flesh and bone.
Treeman are basically a much tougher WE version of Giants. Between their high armor, physical resistance, and missile resistance it takes a lot of abuse to bring one down. Missile fire and artillery are still their biggest threat, but non-AP damage doesn't faze them much. The only way they'll die quickly is if they are hit with magical fire damage, preferably AP. In melee they can last a long time except vs. specialized anti-large monsters which don't get knocked around like infantry.
This page was last edited on 1 February 2021, at 17:07.
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