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Masters are Dreadlords in the making. They are yet to prove themselves in command of their own raiding party, but are eager to show their abilities and deadly ambition.

Master is a Dark Elves Dark Elves Hero unit introduced in Total War: Warhammer II with The Shadow and the Blade.

Recruitment[ | ]

Description[ | ]

Those Dark Elf nobles that manage to survive to adulthood are sent on a year-long raiding expedition. Dark Elves abhor weakness of any sort, so those youths that fail to make their mark during this time do not endure long thereafter. Some are slain by ambitious rivals; others are murdered by their own families, who can neither tolerate nor risk a weakling's presence. Should the stripling acquit himself well during this rite of passage, he begins his ascent through Naggarothi society.

However, this is a ladder with very greasy rungs, and more nobles perish in the climb than ever reach the heady heights of becoming a Dreadlord. To alleviate the understandable paranoia engendered by the Dark Elves' treacherous society, a rigid code of etiquette has evolved. The lowborn classes may not approach within three sword lengths of a noble without being summoned. A retainer may stand as close as two sword lengths whilst a trusted retainer, such as a bodyguard, may stand just outside a single sword's length. The closest, most intimate space is reserved for lovers, playthings and mortal foes (the latter being far more trustworthy within reach than not).

Attributes[ | ]

  • Wh2 dlc14 def champion Melee Specialist
  • Armoured & Shielded: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage. Modifier icon shieldShields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.
  • Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.

Campaign Abilities[ | ]

Embed Hero[ | ]

  • Experience Training

Constant Local Effect[ | ]

  • Growth Stimulate Growth

Target[ | ]

  • Settlement
  • Siege attack Damage Walls
  • Hero
  • Wound time Wound
  • Army
  • Disaster Assault Units

Character Abilities[ | ]

Items (Multiplayer)[ | ]

Mounts[ | ]

Talent Tree[ | ]

Strategy[ | ]

Click here to add a strategy!

A capable anti-large unit, put them on a Cold One Chariot if you need an anti-infantry chariot unit (if you have the DLC, use Death Hags since the Cauldron of Blood provides some pretty good buffs instead) or a Dark Pegasus if you want some sort of snipe-duelists against enemy lords that are large or to wipe out artillery.

For all purposes, this is the Dark Elf version of the Noble. They are capable anti-large and armour piercing duelists. They should be kept nearby a lord to keep them safe via Guardian or run a supporting/flanking role with cavalry units.

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