Nehekhara Horsemen is a Tomb Kings melee cavalry unit in Total War: Warhammer II: Rise of the Tomb Kings. Skeletal steeds instinctively obey the will of their riders, displaying the same supernatural discipline.
Regiments of Undead horsemen race across the sandy planes mounted on the fleshless remains of their once-proud steeds, weapons lowered as they gallop towards their foes. These skeletal riders drive their heavy spears into their foes with bone-jarring force, using well-aimed thrusts that punch clean through torsos and rip open throats in a spray of blood. Those not impaled by the cavalry rider's razor-sharp spearheads are trampled into the ground by the thundering hooves of skeletal steeds. When the Liche Priests summon the Tomb King's army from their sandy graves, fully formed cavalry columns stride out of the pyramids at the head of the legions. When the enemy is sighted, the cavalry regiment's hornblower signals the charge and a deep unsettling discord reverberates about the desert. This otherworldly sound shakes the dust from statues, and a disquieting feeling of dread permeates across the battlefield. As one, the Undead steeds gallop towards their quarry, the skeletal riders raising their shields and lowering their spears in perfect unison. It is a brave foe indeed that does not flee as these deathless horsemen bear down upon them.
- ↑ 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.
- ↑ Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Click here to add a strategy!
Nehekara Horsemen are the mid tier cavalry for the Tomb Kings. They are an adept combat unit at fighting light cavalry, missile units, lightly armored infantry, and artillery. They will falter against anything heavily armored or particularly elite, but can put a dent in most units. They should be used as a harass unit disrupting enemy formations and shutting down missile/artillery units. Should it come down to it, they can also put output decent damage against infantry, although they should not be left in combat for very long.
Bringing along two or three of these units offers a strong amount of versatility and mobile damage dealing to a Tomb Kings army.