Thane is a Dwarfs melee infantry unit in Total War: Warhammer. The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage.
Description[edit | edit source]
The leaders of a Dwarf throng are its Lord and Thanes. These are the most powerful fighters in the army, fell-handed warriors equipped with the finest arms and armour of the Clan's weapon hoard. As a rule, Dwarf Lords and Thanes are a grim sort, for they are leaders of a dour people. Upon their broad shoulders is carried the weight of untold debt - the inherited grudges of a long-suffering and unforgiving race. It is their lot to avenge all wrongdoing to their Clan, Hold or race, not just in the present, but also for all time. Failure to redress an injury from antiquity is particularly galling, an act of disrespect to the much-revered ancestors. While Dwarfs are notably an infantry force, there are a few exceptions among their leaders; some Lords are carried into battle by Shieldbearers - stout warriors who serve their liege by hefting a shield as a fighting platform. This is common amongst Dwarfs of the southern Holds and has been continued elsewhere, notable by King Alrik Ranulfsson of Karak Hirn. In other Clans, especially northern ones, Lords and Thanes prefer to fight atop Oath Stones, rocks upon which runes are struck - listing out the Clan's honour, or perhaps the Lord's lineage or deeds. The stone is a symbol of their homeland, a piece of their Dwarfhold made manifest.
Attributes[edit | edit source]
- ↑ Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Abilities[edit | edit source]
Items[edit | edit source]
Strategy[edit | edit source]
Similar to the Empire Captain, the Thane is a very straightforward melee brawler. They can be stalwart fighters against hordes of infantry and other melee heroes, but if focused by a melee Lord will likely lose. Their abilities help them to remain refreshed and dealing extra damage.
Multiplayer wise, their items are about half and half. The Silver Horn of Vengance boosts a tiny amount of charge bonus which is laughable for the low charge values of the Dawi. Ironbeards Ringcan be more useful, but you have to have fire damage readily available to capitalize on it. Perhaps best used with a flame cannon, Warriors of Dragonfire Pass, or Dragonback Slayers. The Rune of Slowness is effective at slowing enemies down and reducing their melee attack. Slowing an enemy down is always helpful for the Dawi and reducing enemy melee attack also helps the Dawi front line continue to outlast the foe.
Actions[edit | edit source]
This Hero can perform the following actions on the campaign map:
- Embed Hero
- Embeds the Hero into the army, joining it in battle
- Training (Requires skill)
- Grants 30 experience per turn to units serving in the parent army
- Inspire Populace
- Increases Public Order in the local province by 5
- Assault Units
- Inflicts damage upon all units in the target army
- Positive outcome base chance: 50%
- Kills the target character
- Positive outcome base chance: 30%
- Discourage Populace
- Modifies Public Order in the local province by -5
- Assault Garrison
- Inflicts damage upon a member of the garrison in the target settlement
- Positive outcome base chance: 50%
- Cleanse Corruption
Some of these actions can be improved by putting points into the relevant skills in the character's campaign skill tree.
Skill Tree[edit | edit source]
Standalone Skills[edit | edit source]
- Ancestral Grudge
- Weapon Strength: +3% when fighting against Greenskins
- Weapon Strength: +8% when fighting against Greenskins
- Weapon Strength: +15% when fighting against Greenskins
- Relentless (Requires rank 11)
|Melee attack: +5|
|Devastating Charge||Full Plate Armour||Hard to Hit||Deadly Blade|
|Charge bonus: +6||Armour: +3||Melee defence: +2||Melee Attack: +2|
|Grants the ability Foe-Seeker|
|Wound-Maker||Scarred Veteran||Indomitable||Blade Shield|
|Weapon strength: +3%||Hit Points: +3%||Leadership: +2||Melee defence: +2|
|Grants the ability Deadly Onslaught|
|Inspire Populace action: Public Order is increased by an additional 1|
|Assault Units action: Additional 4% casualties inflicted||Discourage Population action: Public Order is modified by an additional -1||Siege holdout time: +1 (local region)||Recruitment cost -3% (forces in local owned region)|
|Assassinate action: Additional 8% chance of killing target|
|Exemplar||Barracks Raider||Drill Master||Iron-Willed Defiance|
|Unit experience: +1 for all unit recruits (forces in local owned region)||Assault Garrison action: Additional 5% casualties inflicted||Grants the ability to perform the Training action.
Training: Grants 30 experience per turn to units serving in the parent army
|Reduction in Chaos and Vampiric corruption: +1 (local province)|
|+2||15%||Experience per turn is increased by an additional 10||+2|
|Wound recovery time: -1|