- For the
Daemons of Chaos,
Tzeentch and
Warriors of Chaos unit, see Tzaangors (Tzeentch).
| “ | Even such an evolved creature is still a rampaging monster at heart. | „ |
Tzaangors are a
Beastmen melee infantry unit introduced in Total War: Warhammer III with Shadows of Change.
Recruitment[]
Unlocked with: Pit-Hovel
Description[]
Though undoubtedly savage and monstrous, the Tzaangors are elevated above their ordinary beastkin, having dedicated themselves to Tzeentch in exchange for his darkest blessings. Evolved with a keen, if cruel, intellect, their God has granted them attunement with the arcane, allowing their strength to grow in tandem with any spellcasting that surrounds them. Shrieking and emitting shrill war calls, they fall upon every foe in a flurried rush of blades and vicious stabs, impaling their victims with savage horns and beaks. No creature is more eager to impress their duplicitous God. Thus, empowered by magic, the Tzaangors fight with lunatic energies, hoping to earn further mutations in their quest for Change.
Attributes[]
Axe Infantry- ▲ Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ▲ 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.
- ▲ Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Unit Abilities[]
Passive Abilities[]
Strategy[]
Tzaangors lack an identifiable niche since they about as good at defending as Gor Herds with Shields (who are less expensive) and not as effective at attacking as a host of others. They aren't bad by any means, they just aren't an efficient use of space and money.
Gallery[]
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Model
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