Total War: WARHAMMER Wiki
Advertisement

For the mount, see Ithilmar Chariot (mount).
Chariots are best employed to deliver destructive charges to the enemy lines - over and over again.

Ithilmar Chariots are a High Elves High Elves chariot unit introduced in Total War: Warhammer II.

Recruitment[ | ]

Description[ | ]

The High Elves of Tiranoc are an adventurous people, proud of their fighting traditions, and deeply embittered by the wars that have ravaged their realm. When the Phoenix King calls his subjects to war, the fiery knights of Tiranoc are always among the first to answer, riding to battle at the head of a mighty chariot host. Spear-points and helms gleam in the light of the rising sun, and the ground trembles beneath thundering hooves. Banners of white, gold and blue stream in the wind. As one, the charioteers give voice to the battle hymn of Tiranoc, a rousing and beautiful anthem, sung at the mustering of the host since ancient times. In battle, the Tiranoc Charioteers fight with incredible skill, deft reactions complementing the speed of their straining Elven steeds. Only when the enemy is sufficiently weakened do the Tiranoc Charioteers crash into the press of melee in a glorious massed charge, the steeds biting and kicking, the riders thrusting their spears into the black hearts of their foes.

Attributes[ | ]

  • Chariot Chariot
  • Armoured: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage.
  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

These heavy chariots can deal deadly impact damage to enemy infantry, disrupt their formations and cause all sorts of mayhem. However, to ensure that they are not surrounded and bogged down, they must be kept moving to charge from another angle. Because of this it is advisable not to take more than 2-3 units of them, lest you become distracted from the rest of your army due to micromanaging their every move.

Advertisement