Tall Roff

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Tall Roff
Wh main grn giant.png
Greenskins melee infantry
Unit size1
Icon treasury.png Cost (MP): 1100 (1100)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 275
Icon stat health.png Health: 11090
Icon stat morale.png Leadership: 100
Icon stat speed.png Speed:
Icon stat attack.png Melee attack: 68
Icon stat defence.png Melee defence: 30
Icon stat charge bonus.png Charge Bonus: 40
Icon stat damage.png Weapon Damage: 150
Modifier icon armour piercing.png Armour-Piercing Damage: 450
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 5
Icon stat armour.png
  • 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.
  • Causes terror.png Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Tall Roff is a Greenskins melee infantry unit in Total War: Warhammer. A lumbering Giant is the terror of the battlefield, smashing entire ranks of men aside and feasting on the less fortunate ones.

Description[edit | edit source]

To most Greenskins, a Giant is a bellowing, cursing display of raw might, ruthless aggression and really large stompy feet - all things that make Orcs and Goblins break out into raucous cheering. There are few sights more inspiring than watching one of "da big fellas" stomping an enemy into paste. Some even earn a degree of fame and notoriety, such as "Little Gork", so named because he was once hit in the face by a stone from a Grudge Thrower and has since believed himself to be Gork, painting himself green before each battle for effect. For their part, Giants are happy to join an army of Greenskins, as it significantly increases their chances of eating regularly and getting their hands on strong liquor. Amidst the endless battles, if an odd handful or two of Goblin happens to get scoffed along the way, no one seems to mind - it's just considered part of the rough and tumble of Greenskin life.

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.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Strategy[edit | edit source]

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