Zombie Pirate Deckhands Mob (Polearms)

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Zombie Pirate Deckhands Mob
Wh2 dlc11 cst zombie deckhands polearm.png
Infantry spear halberd.png
Overview
FactionVampire Coast
CategoryHalberd Infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 400 (400)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 80
Statistics
Icon stat health.png Health: 72
Icon stat morale.png Leadership: 35
Icon stat speed.png Speed: 23
Icon stat attack.png Melee attack: 14
Icon stat defence.png Melee defence: 20
Icon stat charge bonus.png Charge Bonus: 3
Weapons
Melee
Icon stat damage.png Weapon Damage: 8
Modifier icon armour piercing.png Armour-Piercing Damage: 19
Icon stat speed.png Melee Interval: 4.5 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
11.25%
Attributes
  • 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.
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Zombie Pirate Deckhands Mob (Polearems) is a Vampire Coast melee infantry unit in Total War: Warhammer II. The Deckhands’ polearms are rusty extensions of the decomposing arms that brandish them.

Description[edit | edit source]

Reanimated from corpses of drowned seaman and other unfortunates who perish at sea, Zombie Deckhands serve the eldritch admirals of the world’s oceans to make up the bulk of Undead pirate hordes. Festooned with rusty and corroded cutlasses and polearms, they are controlled with dread enchantments which enable them to be competent as crewmen as well as fighters, making them ideal for piracy. As with all warriors reanimated from the dead, however, they tend to be clumsy combatants, with their advantages mostly being in the fact they have no will of their own so will continue moving forward regardless of injury or futile odds. Nevertheless, the tempestuousness of the Winds of Magic that blow across world’s oceans means that despite their apparent mindlessness, some vicious spark of personality resides deep within the Deckhands’ rotten souls, making them all the more formidable in combat.

Abilities[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.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Meat Shield: While unimpressive at causing damage, this unit is useful as a 'meat shield', absorbing damage that would otherwise hurt a more useful or precious target.

Strategy[edit | edit source]

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While their melee stats do not suggest this is a very good unit, it is amazingly cost effective. It has a lot of health and high armor piercing which means it can deal a surprising amount of damage to most things because they take so long to kill. While the Zombie Pirate Deckhands Mob should be used in your frontlines, the polearm variant should be kept in reserves generally. They can be placed on top of artillery crews to fend off cavalry, or kept behind the front line to ward off armored threats or just generally provide armor piercing damage. Make sure to mix in higher tier units to make your battle line more durable and threatening.