ID: wh_main_vmp_mon_varghulf


1 1400 350
Very Fast
Poor Leadership
Armour 40
Leadership 40
Speed 80
Melee Attack 50
Melee Defence 42
Weapon Strength 290
Charge Bonus 50


Unit Description

Amongst its enemies, a Varghulf is a savage whirl of limbs and claws, devastating in melee.

Historical Description

A Varghulf has a monstrous body, swollen by a constant diet of red meat. Unbound by human form, a Varghulf is a contorted mass of packed muscle, giving it the strength to crush a chariot or bowl over entire ranks of those stupid enough to try and pen it in. Powerful legs and broad wing-flaps allow Varghulfs to chase down their kills in swift, gliding leaps, and they can lash out at enemies around them with shocking speed. They use their immense claws to strip flesh from bone, the better to suck at the juicy marrow of their prey. A Varghulf's main weapon, however, is a wide mouth filled with dagger-like fangs capable of puncturing armour and crushing skulls. In battle, the Varghulf becomes a whirlwind of rage. Though voracious and unpredictable killers, Varghulfs are far from mindless. They do not possess the aptitude or inclination for sorcery of their Vampiric cousins, but their presence still acts as a conduit for Dark Magic, and they are able to reknit themselves with the raw stuff of Necromancy should they suffer injury.



There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.


The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

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.


Strengths & Weaknesses


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.

Poor Leadership

This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby.


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.

Very Fast

This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 1.90
Run Speed 8.00
Acceleration 7.00
Deceleration 7.00
Charge Speed 9.50
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 50
Melee Defence 42
Charge Bonus 50
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 40
Bonus Hit Points 7040
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1400
Upkeep Cost 350
Unit Size 1
Melee CP 1400
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 85
Weapon AP Damage 205
Building Damage 400
Armour Value 40
Missile Block Chance 0