Centigors (Throwing Axes) is a Beastmen melee cavalry unit in the Beastmen Total War: Warhammer downloadable content. A Centigor charges the enemy battle line, great weapon in hand, delivering oblivion to its foes.
Centigors are a disturbing cross between four-legged creatures, such as horses and oxen, and the bipedal beasts of Chaos, merged together by the Ruinous Powers in ages past. They possess the hindquarters and forelegs of their quadruped ancestors, granting them great speed and strength, but the upper body of a humanoid, with which they wield brutal weapons. Strong, vital and crude, these beast-centaurs are powerful creatures. However, they are not especially agile, and while they have great strength they lack the dexterity to manipulate objects with any skill or control. Centigors are bitter and spiteful, resenting their clumsy, awkward nature, and harbour a deep jealousy of creatures whose minds and bodies are better matched. As the sun rises and the warherds march from the herdstone to make war upon man, the Centigors rouse themselves from their stupors, taking up the weapons of the Beastmen and galloping to war beside them.
- ↑ Armour-Piercing Missiles: 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.
- ↑ Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ↑ 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.
- ↑ Very Fast: This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
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This is the Beastmen's primary response to large armored targets. They are practically a must pick against factions like Lizardmen. They are fast, mobile, and pack a hefty armour piercing punch. Their range is not very far, so they have to be used skillfully. They also do not have the most ammo, and their primary targets have a ton of health. So consider keeping them off fire at will and only use their ammunition when an ideal target is available.