Mournguls

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Mournguls
Wh2 dlc11 cst mournguls.png
Monstrous infantry.png
Overview
FactionVampire Coast
CategoryMonstrous Infantry
Unit size12
Recruitment
Icon treasury.png Cost (MP): 1000 (1000)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 250
Statistics
Icon stat health.png Health: 560
Icon stat morale.png Leadership: 50
Icon stat speed.png Speed: 45
Icon stat attack.png Melee attack: 36
Icon stat defence.png Melee defence: 24
Icon stat charge bonus.png Charge Bonus: 28
Resistance missile.png Damage Resist Missiles: 30
Weapons
Melee
Icon stat damage.png Weapon Damage: 30
Modifier icon armour piercing.png Armour-Piercing Damage: 70
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 20
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 2
Protection
Icon stat armour.png
Armor:
22.5%
Attributes
  • 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.
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Stalk.png Stalk: This unit can move hidden in any terrain.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low). It will suffer from Icon attrition.pngattrition when moving through territory not owned by the Undead.

Mournguls is a Vampire Coast monstrous infantry unit introduced in Total War: Warhammer II. Terrifyingly ravenous mockeries of life, bound into monstrous groups with arcane spells.

Description[edit | edit source]

Travellers, hunters, and outcasts unlucky enough to get lost and endure slow starvation amongst the killing cold of mountain winters risk exposure to the most insidious effects of the Winds of Magic. Even the most steadfast men can turn into monstrous shells of themselves known as Mournguls – insatiable, razor-thin creatures of frostbite-cracked bone who dwell in the high, chill barrens feasting upon all who encounter them. Considered neither living nor dead, it is notoriously difficult to subjugate these ghastly spectres, but some who undergo the twisted transformation are forced into enslavement by those with the right necromantic knowledge. When the Winds surge and arcane storms scream across the world, powerful binding scrolls can be fashioned to exert control over the walking nightmares, making it possible to create small bands of lesser Mournguls to do one's bidding. Such creatures are less autonomous, but no less ravenous or able to kill.

Abilities[edit | edit source]

  • Armour-Piercing: 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.
  • 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.
  • Stalk: This unit can move hidden in any terrain.

Strategy[edit | edit source]

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