Bloated Corpse

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Bloated Corpse
Wh2 dlc11 cst bloated corpse.png
FactionVampire Coast
CategoryExploding Monster
Unit size1
Icon treasury.png Cost (MP): 300 (500)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 90
Icon stat health.png Health: 1206
Icon stat morale.png Leadership: 100
Icon stat speed.png Speed: 38
Icon stat attack.png Melee attack: 50
Icon stat defence.png Melee defence: 40
Icon stat charge bonus.png Charge Bonus: 34
Icon stat damage.png Weapon Damage: 140
Modifier icon armour piercing.png Armour-Piercing Damage: 280
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 25
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 2
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Bloated Corpse is a Vampire Coast monstrous unit in Total War: Warhammer II. Swollen with volatile, noxious gases, their liquefying tissues strain dangerously under rotten and tattered skin.

Description[edit | edit source]

A troop of zombie pirates is as macabre a sight as any Necromancer’s ghostly, rotting horde. The bodies of those brought back into existence as unliving automatons continue to rot once they are reanimated, so necromantic admirals tend to raise crewmen from the freshest victims possible. Sometimes a corpse may have spent weeks floating in the ocean before it is raised, however, becoming swollen with noxious gases over time, its tissues seeping from rotten and tattered skin which blisters and turns to a greenish hue. In reanimating such a grotesquery to fight in their horde, a Lord essentially has a walking time bomb in their ranks, and a volatile one at that. It is far preferable to fight against such a creature at a distance, for when attacked, their tortured forms may suddenly disintegrate in a poisonous shower of decomposing internal organs and diseased fluids.

Attributes[edit | edit source]

  • Causes 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.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Abilities[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!

Bloated Corpses are particularly unique in the way that they function since their main purpose is to suicide into as many enemy units as possible (most closely related to the Soopa-Squig!). The unit explodes immediately on contact with an enemy. They do best damage to infantry and little damage to single entity large units. They can also deal good damage to cavalry, but are unlikely to catch such a unit.

Although this might come off as obvious, its important to not group these units up to avoid them blowing up one another before they reach the enemy. It might be incredibly tempting to send one of these units into the enemy's fodder, but their incredibly high burst should be saved for more elite units such as executioners, swordmasters, temple guards, etc.

Bloated corpses have decent speed but don't expect them to chase down cavalry, focus on elite infantry if at all possible. Lastly, take advantage of tree lines between the armies, ambush the enemy on their way to you or use them to attack the enemy backline. Avoid risking your own units' lives by setting Bloated Coprses off near them, they can also be devastated by the friendly fire.

There are basically two ways to use them. If the enemy is lacking for ranged units or a monster to tank them, you can march them in front of your gunline with wide spacing between them. The enemy will either have to sacrifice a few chaff units to clear the way to your gunline, or get shot to pieces by your almost entirely unobstructed gunline. The other way is the sneaky tactics mentioned above. For maximum effect wait until the melee lines are joined and either send them into the thickest and most dangerous bunch of enemy units pressed up against your front line from the rear/flank or go for dangerous back rank units. Ideally you want to hit at least two infantry units close together to kill/rout both. One or two attacks with them can decide an entire battle if they can hit 4 or five units of infantry.

In the campaign there are generally 3 of them in the base raise dead pool for each region. Lizardmen will struggle to deal with them in absence of a dinosaur unit to charge them and tank the explosion.