Tretch Craventail

ID: wh2_dlc09_skv_cha_tretch_craventail

Unit

Tretch Craventail
Spear Infantry
1 900 225
Armoured
Anti-Large
Melee Expert
Charge Defence Against Large Foes
4,288
Armour 90
Leadership 65
Speed 42
Melee Attack 40
Melee Defence 70
Weapon Strength 400
Charge Bonus 40

About

Unit Description

Tretch's formidable repertoire of underhanded skills, combined with his famously good luck, has led to a number of legendary deeds!

Historical Description

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 attach 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 who 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.

Abilities

Stay Here, I'll Get Help!

It's not running away. It's knowing when and where to be to secure the best advantage.

Tretch's Raiders

A master of exploiting others' weaknesses, Tretch and his band are never where you expect them and always where they can do most damage.

Verminous Valour

There is a sense in which the Skaven's natural cowardice can appear to be the very pinnacle of honourable conduct.

Scurry Away!

He who runs away lives to fight another day! - so the foul, craven adage goes.

Stand or Die!

Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.

Attributes

Charge Defence vs. Large

When bracing, this unit negates the charge bonus of any large attacker.

Encourage

This unit provides a leadership 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.

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 4.20
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.90
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 40
Melee Defence 70
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 65
Bonus Hit Points 4280
Unit Stats
Unit Caste Lord
Unit Weight Medium
Unit Group Spear Infantry
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 900
Upkeep Cost 225
Unit Size 1
Melee CP 750
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 25
Bonus vs Infantry
Weapon Damage 280
Weapon AP Damage 120
Building Damage 100
Armour
Armour Value 90
Shield
Missile Block Chance 0