Warhammer Total War Witch Hunter
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Witch Hunter - The Empire Command: With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter. Total War: Warhammer is part of Creative Assembly's grand strategy Total War series. Set in the grim, high fantasy world of Warhammer Fantasy, Total War: Warhammer pits many unique races in a struggle for domination of the Old World. Soldiers clash with magic and monsters, as factions are locked in battle.
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Beastmen
Bretonnia
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Total War: Warhammer is part of Creative Assembly's grand strategy Total War series. Set in the grim, high fantasy world of Warhammer Fantasy, Total War: Warhammer pits many unique races in a struggle for domination of the Old World. Soldiers clash with magic and monsters, as factions are locked in battle. But beyond this conflict lurks a larger threat: The forces of Chaos descend from the north to bring ruin and destruction, at the behest of their dark gods.
Total War: Warhammer II takes the battle to the New World across the sea, where new races fight to enact rituals and control the Great Vortex. Total War: Warhammer II is a standalone game, fully playable on it's own. However, players who own the first game or DLC will find that it carries over and can be combined with the second game, for one epic experience in campaign and multiplayer.
Total War: THREE KINGDOMS – Patch 1.1.02019/06/25 13:45
Total War: WARHAMMER II and Vermintide II Cross Promotion!2019/06/13 13:56
Total War: THREE KINGDOMS – Patch 1.1.0 Beta2019/06/13 13:05
Patches and updates
Warhammer Notable Witch Hunters
Game modes
Downloadable content
Chaos Warriors Race Pack · Call of the Beastmen · The Grim and the Grave · The King and the Warlord · Realm of the Wood Elves · Norsca (DLC)
Rise of the Tomb Kings · The Queen and the Crone · Curse of the Vampire Coast
Blood for the Blood God · Blood for the Blood God II
Basics
Campaign: Factions · Diplomacy · Terrain · Provinces · Settlements · Buildings · Resources · Events · Armies · Stances · Hordes · Attrition · Growth · Money · Public Order · Corruption
Battle: Advanced controls · Units · Armies · Ambush battles · Intercept battles · Battlefield (Visibility) · Flanking · Siege battles (Fortifications) · Winds of Magic · Army abilities
Units: Types of units · Experience and rank · Regiments of Renown · Accuracy and damage · Formations · Weapon types · Unit abilities · Unit movement · Unit selection · Leadership · Vigour
Characters: Lords · Heroes · Experience and rank · Character traits · Mounts · Items · Banners · Runes · Followers · Marks of Chaos ·
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Witch Hunter is a Empire missile infantry unit in Total War: Warhammer. With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter.
Description[editedit source]
Judge, jury and executioner combined, a Witch Hunter will use any means necessary to burn out heresy from the heart of the Empire. Not a twinge of doubt softens the knife-sharp edges of a Witch Hunter's soul; his bleak existence allows no room for foibles such as compassion or mercy. Indeed, they are often feared even by the innocent, as it is said that a Witch Hunter would sooner raze an entire village to the ground then see a single worshipper of Chaos go free. And yet, for all the heartlessness and cruelty of this dark brotherhood, the Empire needs men of this calibre - men who will put aside their own humanity in order to punish and destroy those who embrace dark sorcery or the temptation of Chaos. Such is a Witch Hunter's duty, and it is a burden lesser men would find impossible to bear.
Abilities[editedit source]
- ↑Armour-Piercing Missiles: 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.
- ↑Duellist: This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
Strategy[editedit source]
Anything alone is a Witch.[editedit source]
Witch hunters are the assassins of the empire, while all empire heroes are capable of performing the assassination action in the campaign, only the Witch hunter is proficient in doing so on the battlefield. Have 2 Witch Hunters working in tandem, yet separate. One will move independent of an army to scout, with gear, followers, and skills to assassinate enemy lords and heroes, and debilitate armies. The second will be part of the army, protecting the lord, army, and other heroes from similar attempts, while mainly kitted and skilled to partake in battles. Both should have at least one point in reducing corruption.
The Witch Hunter's melee has higher base damage than AP, while in range it is the opposite. Use melee, against foes you will win against in hand to hand like spell casters. Use range for melee powerhouses, if they start to charge you retreat to a safe distance and fire then retreat again, use Slippery if they get to close and have a strong unite available for the Witch Hunter to retreat through and absorb the attack for him as he resumes firing.
Single out enemy lords and heroes for the Witch Hunter. Use forests, the chaos of battle, the enemy's inattention, or anything really to get the Witch Hunter to focus on important targets. If the quarry is alone, this is ideal as it allows the Witch Hunter (if target is armoured) to fire his blessed pistol at it unmolested and run away unhindered if the quarry decides to attack him and (if unarmoured) engage in a melee dual. If the quarry has support from troops, bring your own to distract the enemy as the Hunter engages in either range or melee.
The Witch Hunter has only two abilities as most of the skills are just upgrades to the stats:
Warhammer Total War Wiki
- Accuse: Their faith in Sigmar and conviction in rooting out evil is so strong that they are able to manifest it into focused, powerful, and invisible laser beams projected from their fingertips and activated from shouting 'HERESY!!!' Joking aside, this does great damage to single targets such as Lords and Heroes, but not very useful against entire units of infantry. Useful for a powerful first attack, you could follow up with more accusations by having more witch hunters, (I hope your higher upkeep and less numerous soldiers in your army is worth it) or having the Witch Hunter survive until the cooldown ends.
- Slippery: this is to be used in evading melee combat against melee powerhouses or swarms of infantry, can be used to buy time for Accuse to be used as the hero.
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