Razorgor Chariot

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Razorgor Chariot
Wh dlc03 bst razorgor chariot.png
Chariot.png
Overview
FactionBeastmen
CategoryChariot
Unit size3
Recruitment
Icon treasury.png Cost (MP): 1100 (1100)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 275
Statistics
Icon stat health.png Health: 1536
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 70
Icon stat attack.png Melee attack: 24
Icon stat defence.png Melee defence: 28
Icon stat charge bonus.png Charge Bonus: 74
Weapons
Melee
Icon stat damage.png Weapon Damage: 14
Modifier icon armour piercing.png Armour-Piercing Damage: 34
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 24
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 3
Protection
Icon stat armour.png
Armor:
60%

Razorgor Chariot is a Beastmen chariot unit in the Beastmen Total War: Warhammer downloadable content. Though temperamental, a successful Razorgor Chariot charge causes horrendous damage to the enemy line.

Description[edit | edit source]

Razorgors are massive cousins of the Tuskgors, mountains of mutated muscle and hair that are deadly in the extreme. As with all Children of Chaos, Razorgors are disfigured by hideous mutations, but they generally have the aspect of a nightmarish, gigantic boar covered in spines, tusks and coarse hair. Though Razorgors are voracious omnivores, they prefer a diet of fresh meat, and Beastmen are their natural prey. Still, such is their appetite and fearsome metabolism that they are able to gobble down a knight in full plate mail and his barded horse in a matter of seconds. It is a widely-held belief by the tribes of the woods that Razorgor have two natural states: a digestive torpor that sets in after they have gorged themselves, and blind, unthinking rage, which is by far the more common of the two. Once every decade or so a particularly powerful Beastlord will manage to harness several Razorgors at once. These are either herded into a loose pack and sent headlong into the enemy ranks, or used individually to pull chariots manned by the largest Bestigors. Regardless of who rides them, Razorgor chariots cannot truly be steered or directed - in fact all too often the crew can do little more than hold on tight as the chariot careens toward the foe. Razorgors have beady eyes and poor vision, but when they catch sight of the enemy they are nigh-on uncontrollable. A charging Razorgor can flatten a tree or smash through a chapel wall when roused, so the mess that one of these snorting monstrosities at full charge can make of even the stoutest shieldwall is truly sickening.

Abilities[edit | edit source]

  • 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.
  • 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • No Forest Penalty: Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.

Strategy[edit | edit source]

As in case of every chariot it is most important to keep it moving as it has a massive charge bonus, yet not impressive combat stats. Staying in prolonged combat will get you the chariot damaged or even kilked so constant charges are advised. The best scenario is crashing through enemy ranks, becouse then chariot will take little to none damage.