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For the mount, see Carnosaur. For the Carnosaur available to Thorek Ironbrow, see Yoked Carnosaur.
First come the vibrations; next the distant sound of destruction; finally, carnage is unleashed. Good luck.

Feral Carnosaur is a Lizardmen Lizardmen, Dark Elves Dark Elves and Tzeentch Tzeentch monster unit introduced in Total War: Warhammer II. As part of The Rakarth Update, it's available to The Thousand Maws The Thousand Maws, and with the release of Shadows of Change one is also available to The Deceivers The Deceivers.

Recruitment[ | ]

Description[ | ]

Carnosaurs are large apex predators that have terrorised the darkness of the primordial jungles since the dawn of this world's existence. Considered by many as the ultimate jungle hunter, with some growing nearly two stories tall, these massive reptilian beasts are powerfully built and highly aggressive creatures, with long, muscular hind limbs and a heavy tail that is used to balance their enlarged and powerful skulls. Upon scenting prey, or catching sight of even the slightest amount of movement, Carnosaurs propel themselves with enormous strides, moving with surprising speed for such large beasts. Their shortened forelimbs and sharp claws are ideal for locking hold of prey. They have massive jaws, their gaping mouths filled with dagger-like death. Their bite can hack through huge chunks of flesh on larger prey, and by twisting their thick, serpentine necks, Carnosaurs can simply rip their quarries apart piece by bloody piece. Having tasted blood, a Carnosaur is at its most deadly, for it enters a state of savage bloodlust — biting and tearing at any living creature, sometimes slaughtering its gory way through entire herds of giant reptilian without pause. Such is what they were bred to become, for the primordial jungles of Lustria only spares the strongest and most ferocious of monsters, whilst the weak are simply left to be eaten by those seeking to consume flesh.

Attributes[ | ]

  • Wh2 dlc17 lzd carnosaur Monster
  • Armoured: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage.
  • Armour-Piercing: The damage of Modifier icon armour piercingarmour-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.
  • Anti-Large: Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a Modifier icon bonus vs largedamage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Rampage: When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

Carnosaurs are quick and deadly, excelling at tearing apart especially large units. They have a massive Bonus vs. Large but greatly benefit from the Rampage mechanic, going into an uncontrollable frenzy once a certain health threshold has been reached. When shielded from enemy skirmishers, they are able to cause massive damage onto Cavalry and monsters.

Their speed will sometimes make them a de facto flanker of skirmishers in a Lizardmen army as well. Lizardmen armies are generally slow and dealing with archers either requires the use of their fragile air units, subpar Cold One cavalry (which tend to die in rampage and be a pain to re-recruit while on campaign), or blasting the archers with artillery and spells. The Carnosaur can serve as a flex unit in the army to address any large threats but also pounce on any high priority archers or artillery in the backfield. Beware large clusters of archers, since if they all turn their wrath on the Carnosaur it will die quickly.

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