Warpfire's Wheel (Doomwheel)

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Warpfire's Wheel
Wh2 main skv veh doomwheel.png
CategorySkaven war machine
Unit size1
Icon treasury.png Cost (MP): 1400 (1400)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 350
Icon stat health.png Health: 4041
Icon stat morale.png Leadership: 65
Icon stat speed.png Speed: 72
Icon stat attack.png Melee attack: 24
Icon stat defence.png Melee defence: 32
Icon stat charge bonus.png Charge Bonus: 50
Icon stat damage.png Weapon Damage: 94
Modifier icon armour piercing.png Armour-Piercing Damage: 176
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 30
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 3
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.

Warpfire's Wheel is a Skaven war machine unit in Total War: Warhammer II. It is unique to Clan Skryre in campaign through the Forbidden Workshop.

Description[edit | edit source]

Few devices sum up the blend of science and sorcery, the sheer inhuman ingenuity of the Skaven, than the infernal war machine known as the Doomwheel. At first sight the Doomwheel might seem an oddity, perhaps even comical to opponents that have not faced one before. The Dwarfs, who have suffered many wars against the Skaven, know full well the Doomwheel's measure and will direct every war machine at their disposal to blast the deadly wheel apart before it can churn close enough to pulverise the Dwarf battlelines. Indeed, Dwarf cannons will allow themselves to be overrun by the foe, willingly sacrificing themselves for their Hold in order to get off a single shot at the infernal Skaven device. When it works correctly, the Doomwheel whirs quickly across the battlefield, moving more swiftly than galloping horses. If it is going exceptionally well, the Warlock Engineer will even steer the great wheel towards the enemy. This is ideal, as the powerful Warp-lightning bolts fire out, blasting the nearest thing to shrivelled blackness, so it is best to be nearer the foe!

Attributes[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.
  • Zzzzap!: The Doomwheel sports fully automatic Warp-lightning rods which discharge bolts in front, and to the left and right.
  • Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.

Strategy[edit | edit source]

Click here to add a strategy! In case Doomwheels werent terrifying and tenacious units by Skaven standards, this unit regenerates its health. If it ever takes significant damage, allow it to rest and heal its health back before sending it back into the fray.