Tretch Craventail

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Tretch Craventail
594570 20180124204659 1.png
Skv tretch craventail 0.png
Overview
FactionSkaven
CategorySkaven melee legendary lord
Unit size1
Recruitment
Icon treasury.png Cost (MP): 900 (850)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 225
Statistics
Icon stat health.png Health: 3216
Icon stat morale.png Leadership: 65
Icon stat speed.png Speed: 42
Icon stat attack.png Melee attack: 40
Icon stat defence.png Melee defence: 70
Icon stat charge bonus.png Charge Bonus: 40
Resistance missile.png Damage Resist Missiles: 15
Weapons
Melee
Icon stat damage.png Weapon Damage: 280
Modifier icon armour piercing.png Armour-Piercing Damage: 120
Icon stat speed.png Melee Interval: 4 s
Modifier icon bonus vs large.png Bonus vs. Large: 25
Protection
Icon stat armour.png
Armor:
67.5%
Attributes
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Tretch Craventail is a Skaven legendary lord introduced in Total War: Warhammer II. In campaign, he leads the Clan Rictus faction. Tretch and Clan Rictus were introduced as a free DLC in the Tomb Kings update. They can be downloaded free from Steam: link. Tretch's formidable repertoire of underhanded skills, combined with his famously good luck, has led to a number of legendary deeds!

Description[edit | edit source]

Tretch began his rise from anonymity when his Clawpack was leading a long line of Night Goblins back to Crookback Mountain. Ostensibly, the Clawleader had chosen Tretch to carry key items of the scavenged loot as a reward for his idea to spike the Goblins' fungus beer, but it is more likely he was chosen because he was deemed too scrawny to usurp the Clawpack. This proved untrue, as Tretch used a small keg of distilled Mad Cap mushrooms, the stuff that turns Goblins into deranged, spinning lunatics, to great effect. With impeccable timing, Tretch turned his line of slaves into whirling death-dealers just as the Clawleaders and Chieftains were convening to argue over which tunnel to take. The effect of multiple Fanatics chained to each other and attempting to twirl madly in a packed tunnel was spectacularly bloody.

After that incident the Clawpack needed a new leader and Tretch was first to scurry into the gap. Since those days, he has led countless ambushes and proven himself a master survivor. It was Tretch that found the hidden path to attack the flank of the Dwarf gunline at the Battle of Black Crag; Tretch who led the raid that tunnelled beneath the camp of mighty Black Orc Warlord Dagbad and every single Goblin out from underneath the Scourge of the Dark Lands; Tretch was the only Skaven to escape the sinking of the Imperial Galleon captured on the River Aver.

The detractors who jealously eye his rapid rise begin to get tail-twitchingly excited when they see Tretch's Clawpack flee the battle, wreathed in the fireball of a Weapon Team malfunction, or mauled by enemy formations. However, time after time, Tretch reappears, having left his doomed brethren and popped up elsewhere to accomplish some notable feat.

Attributes[edit | edit source]

  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Melee Expert: Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.

Abilities[edit | edit source]

Lord Effects[edit | edit source]

When chosen as starting lord:

Mounts[edit | edit source]

  • None

Items[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!

With his unique skills, the buffs from his Lucky Skullhelm and the regular Ancient Cunning skill, Tretch gains a whopping 65% extra ambush success chance. Since his army also gets a +13 melee attack bonus when ambushing and Skaven can ambush enemies offensively without needing to wait for them to wander into a prepared control zone, he is pretty much the king of sneak attacks. On the campaign map this allows him to pick apart enemy forces bigger than a single army one after another without having to worry about reinforcements; a very useful ability for dealing with the stacks spawned by Vortex rituals. In battle his most useful asset is his immense resistance to damage via regeneration, very high melee defence, the Lucky Skullhelm as well as his Stay Here, I´ll Get Help ability letting him turn invisible to slip away. Although he will probably not earn a lot of kills on his own, he can be used to distract and block enemy units that would do more damage elsewhere while you hit them with missile fire or attack them from behind. His Tretch´s Raiders aura can also be used to bolster your frontline with extra melee attack and weapon damage.

Gallery[edit | edit source]