The Umbral Tide (Salamander Hunting Pack)

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The Umbral Tide
Wh2 dlc12 lzd mon salamander pack ror.png
Overview
FactionLizardmen
CategoryHunting Pack
Unit size24
Recruitment
Icon treasury.png Cost (MP): 1200 (1200)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 300
Statistics
Icon stat health.png Health: 130
Icon stat morale.png Leadership: 65
Icon stat speed.png Speed: 70
Icon stat attack.png Melee attack: 31
Icon stat defence.png Melee defence: 31
Icon stat charge bonus.png Charge Bonus: 28
Weapons
Melee
Icon stat damage.png Weapon Damage: 12
Modifier icon armour piercing.png Armour-Piercing Damage: 34
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Modifier icon flaming.png Flaming Attacks: Yes
Ranged
Icon stat ranged damage.png Missile Damage: 72
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 25
Weapon damage.png Explosive Damage: 12
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 4
Modifier icon bonus vs large.png Bonus vs. Large: 26
Icon stat ammo.png Reload Time: 8.4
Icon stat ammo.png Ammunition: 15
Icon stat range.png Range: 125
Modifier icon flaming.png Flaming Attacks: Yes
Protection
Icon stat armour.png
Armor:
67.5%
Attributes
  • Fatigue immune.png Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
  • Stalk.png Stalk: This unit can move hidden in any terrain.
  • 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.

The Umbral Tide (Salamander Hunting Pack) is a Lizardmen monstrous infantry unit in Total War: Warhammer II. This shadowy tide of poisonous, scaly reptiles rarely tire and is always hungry. Always.

Description[edit | edit source]

Salamanders are giant, predatory reptiles that stalk the swamplands and estuaries of the Lustrian jungles. Propelled by four thickly-muscled legs and a powerful tail, they are fast moving creatures whether on land or in water. Once within range of their prey, they launch a burst of highly-corrosive liquid from their gullets, a substance so volatile that it bursts into flames upon contact with the air! The burning pitch-like substance sticks to vitims, burning them alive and beginning the digestive process. The creatures' neck-frills and back sails provide a cooling mechanism, ensuring the cold-blooden creatures do not expire in the heat generated from their own bodies.

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.
  • Stalk: This unit can move hidden in any terrain.
  • Perfect Vigour: Even when performing the most fatiguing acts, this unit never loses vigour.
  • Primal Instincts: When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Strategy[edit | edit source]