Summary
- Omens of Destruction DLC brings unique gameplay, units, lords, and named heroes to the Warhammer world, expanding rosters.
- New units like Pigback Riders, Golgfag’s Maneaters, and Blood Vultures add exciting mechanics and strategic depth to the gameplay.
- From Khorngors to Black Orcs, each new unit has specific strengths and weaknesses that contribute to diverse and engaging battles.
Creative Assembly’s masterpiece has a new massive DLC release stuffed full of new features, legendary lords, named heroes from the Old World of Warhammer, and new units for the three featured factions. The Omens Of Destruction content pack comes with Golgfag of the Ogre Kingdoms, Skulltaker who leads a Khorne faction, and Gorbad Ironclaw of the Orcs and Goblins. While each legendary lord brings unique gameplay and new mechanics to their factions, the heap of new units is perhaps the most exciting part of the DLC, fleshing out the rosters of each army respectively.
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Here are all of the new units from Omens of Destruction excluding Lords, heroes, and Regiments of Renown, with their special rules, any other armies that they can fit into, and ideas of how to use them on the battlefield.
15 Pigback Riders
Expendable Anti-Large Unit
- Shielded
- Anti-large
- Expendable
Pigback Riders are the newest Gnoblar unit in the Ogre Kingdoms roster. One gnoblar hops onto the back of another and they attack with spread for decent anti-large damage that can shred through cavalry. The unit can fall apart quickly as they have no anti-charge defense and are only given extra protection by their shields.
A special effect gives them bonus melee defense and leadership while they are above 50 percent health so this unit can be used as a squishy frontline to protect from big charges or as a throw-away unit to combat large enemies on the flank. While they are hardly powerhouses in an Ogre Kingdom’s army, these cheap units give an early answer to any large units and have the expendable skill meaning they can be lost without a loss of leadership for more important units.
14 Golgfag’s Maneaters
Vanguard Deploying Monstrous Infantry
- Anti-infantry
- Damage Dealer
- Ogre Charge
A variant of the already powerful Monstrous Infantry ‘Maneater’ unit introduced with the Ogre Kingdoms, Golgfag’s Maneaters are a little sturdier and hit a little harder. A slight boost to all stats makes these an obvious choice to upgrade from the ordinary version of the unit, but Golgfag’s Maneaters have other abilities that set them apart from their standard counterpart.
When they begin to lose in a battle, these warriors get a sudden burst of strength gaining bonuses to weapon strength, attack, and defense. This ‘last hurrah’ ability makes them formidable opponents capable of putting up a fight against any foe. These Maneaters also have vanguard deployment, meaning they can be set up outside of the friendly start zone to allow for hidden attacks or big flanking opportunities.
13 Blood Vultures
Quick Aerial Attackers
- Very fast
- Vanguard Deployment
A new speedy unit to back up the plodding pace of the majority of the Ogre Kingdoms roster, Blood Vultures fill the slot of a small aerial unit that can chase a backline of ranged enemies, tear through artillery, or even go for a flank to attack a stronger unit on multiple fronts. While other armies have very strong units of this type, Blood Vultures have some special effects that can make them effective.
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They have vanguard deployment like Golgfag’s Maneaters, and so can get a headstart in their flight towards enemies. They also get a sizable melee attack and leadership buff when they are near any killed enemies, including enemies not killed by them. This means that pairing them up with strong anti-infantry units could make for a brutal combination.
12 Yhetees
Magical Monstrous Infantry With Speed Debuffs
- Armor-piercing melee
- Frostbite
A big monstrous infantry centerpiece to give the Ogre Kingdoms an armor-piercing magical attack that can contend with demons, Yhetees are tough and have a cold aura that can debuff enemies around them. The magical attacks pair with their frostbite effect which means every attack inflicts a slow on enemies to bog them down in the hard-hitting unit.
Players will be able to use their high weapon strength to do as much damage as possible, stopping foes from fleeing with their ice powers. Their biggest downside, however, is their weakness to fire which can quickly make them a target for spells or artillery that can deal with them rapidly.
11 Thundertusk
Magical Monster For Big Charges
- Hybrid
- Armored
- Armor-piercing melee
- Chilling Aura
If the Ogre Kingdoms were missing massive single-entity models to push into infantry, the Thundertusk fills that niche. The razor-tusked mammoth gets huge charge bonuses and can break up the formation of any unit regardless of size.
Dealing frostbite like the Yhetees but with both its melee and ranged attacks, the Thundertusk also deals magic damage and can be used to throw into units of monstrous infantry or demonic enemies with confidence. The Thundertusk has two different projectiles; autofired thrown spears that pepper away at anyone nearby and a giant snowball that does explosive damage in an area. Ideal for fronting a charge or throwing into a horde of infantry.
10 Khorngors
Anti-large Infantry With Frenzy And Unbreakable
- Armor-piercing melee
- Vanguard deployment
- Frenzy
A unit that makes its way into the rosters of Khorne, the Beastmen, the Warriors of Chaos, and the Demons of Chaos, the Khorngors are a long-awaited Beastman that has been warped by the essence of the blood god. The unit has quite a lot of utility, with a bonus against large entities, armor-piercing attacks, and frenzy.
However, the Khorngors have a low melee attack and so can struggle against other infantry units. For dealing with cavalry or monsters, the Khorngors have a trick up their furry sleeves, turning unbreakable when they drop below half-strength. These warriors won’t win any battles alone but make for a strong front line to dissuade any cavalry attacks and shred through bigger creatures.
9 Skullreapers
Magical Anti-Infantry Infantry
Another unit for the armies of the blood god, the Skullreapers are dual weapon infantry who wade into battle dealing massive weapon damage against enemy infantry. A tier 3 unit, players will have to establish themselves on the map before they can access this new high-damage unit. Skullreapers are highly effective at dealing with masses of enemy infantry and do magic damage to shred through enemies that are more resistant.
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These warriors also have the Frenzy skill to deal more damage while their leadership is high. The downside of the Skullreapers comes from their low armor. While the damage they deal is substantial, leaving them in long battles will see them falling and losing their footing in combat.
8 Wrathmongers
Dual Flail Infantry
- Armor-piercing melee
- Anti-infantry
- Frenzy
Wrathmongers are the elite ranks of the Skullreapers. Those who battle their way through the ranks become these hardy warriors wielding dual flails. Boasting the same bonuses when fighting against other infantry and armor-piercing damage, the Wrathmongers can decimate units of infantry, working especially well against hordes of weak enemies with their large attacks.
Wrathmongers also use quite heavy armor and have resistance to spell damage. While these units are very expensive, they deal enough damage to be well worthwhile. The inclusion of the Frenzy ability means that the start of battle will see them sweeping through enemies relentlessly.
7 Bloodbeasts of Khorne
Squishy Monstrous Infantry Damage Dealer
A new monstrous infantry unit that gives yet another hulking creature to the Khorne forces, the Bloodbeasts of Khorne are brutal creatures that cause fear in the enemies that they attack, reducing their leadership to give the Bloodbeasts an extra edge. Bloodbeasts also have the Frenzy passive ability, like most of the Khorne units.
These monstrous attackers have incredible weapon strength, meaning that their attacks will do decent damage to any foe, however, they are let down by their lack of armor-piercing ability. Low defense and armor mean that the Bloodbeasts can go down quite quickly, but their terrifying speed means they are useful for flanking charges against the weaker parts of an enemy formation.
6 Slaughterbrute
Hardy Monster For Slashing Through The Ranks
- Runes of binding
- Armor-piercing
- Causes terror
- Scaly skin
A monster that can take any kind of beating, the new Slaughterbrute has magical attacks with massive weapon strength that can decimate larger foes, cleave through infantry, and even go up against powerful lords in single combat. The monster is unbreakable, with speed that means it can flee from any fight it is losing to charge back into combat in a more favorable position.
Although the Slaughterbrute can rampage, fighting any units nearby whether opposition or otherwise, this can only happen after the lord leading the army is killed. Add to this the usual Khorne frenzy ability and armor-piercing ability, and the Slaughterbrute seems like a must-have for any high-tier Khorne army.
5 Black Orcs
Tanking Frontline Infantry
- Armored and shielded
- Defender
The Black Orcs fill a gap in the Orc roster that has been left open for some time. These disciplined warriors lose some of the melee attack capability of other Orcs but what they sacrifice in damage they make up for in defense. Despite a relatively high weapon strength, this unit’s purpose is clear: to stop enemies in their tracks and to deflect a charging unit before they cause chaos among the squishier combatants.
Black Orcs have the Defender ability and a massive armor stat but can also use an ability to drop their weapon strength lower in exchange for even more melee defense. Players should use this unit to try to outlast anything an enemy throws at them while they maneuver other pieces into place.
4 Mangler Squigs
War Beast For Big Damage And Self-Sacrifice
- Armor-piercing
- Damage dealer
Mangler Squigs are fast-moving killers with huge charge bonuses that the Orcs can use as explosive sacrifices to break apart enemy troops or force them to move into messy positions. These Squigs have the potential for huge amounts of damage with bonuses against infantry, armor-piercing attacks, and a weapon strength that is quite high.
Although these Squigs can rampage, the plan for Orc players should be to roll with this downside and ensure that these chaotic units are deep in the enemy ranks when they do go out of control. Their low defense means that they can go down quite easily, but these creatures are immune to psychology, unbreakable, and explode when enemies do kill them.
3 Colossal Squig
Terrifying Anti-Infantry Monster For Big Charges
- Armor-piercing
- Anti-infantry
- Damage dealer
The newest Greenskin monster unit is one of the fastest units in the army. With 90 speed and a 75-charge bonus, throwing the Colossal Squig into the flank of a huge unit is a viable strategy with this massive fungus creature. Players can use the anti-armor skills, the anti-infantry bonus, and the huge damage that the Squig deals on hitting enemies making this a perfect unit for tearing apart frontline units or blasting through any fighters that the enemy has left to defend against charges.
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The Colossal Squig causes terror with its imposing size and its manic attacks, but rampage can be both a blessing and a curse for Orc players if they try to keep the Squig with the main body of their army. But when the Squig explodes on death, slowing enemies caught in the blast, it means that even enemies that are fleeing the Orc attacks can get stuck in combat.
2 Arachnarok Spider (Flinger)
Long Range Artillery Monster For Debuffing
- Armored
- Anti-infantry
- Special ranged weapon
- Poison attacks
The Arachnarok Spider was already a large monster, piloted by Goblins, in the Greenskins roster. However, the new Arachnarok – wielding a Flinger – doubles as an effective artillery piece that can do damage at massive range and hit enemy units with webbing that slows and tires out any warriors that are hit.
The spider already had anti-infantry abilities, and with the addition of the Flinger the Arachnarok becomes a killing machine that is built for firing into crowded units and taking out the remaining soldiers with its sharp claws.
1 Goblin Bolt Throwa
High Damage Artillery To Deal With Large Enemies
- Armor-piercing missiles
- Anti-large
- Poor accuracy
Adding even more artillery to the forces of the Greenskins, the Goblin Bolt Throwa is a great piece of anti-large machinery that sees small goblins firing huge piercing blows into the enemy. The bolts themselves are armor-piercing and do very high damage.
The downside of the Bolt Throwa is its low accuracy, meaning that the Goblin Bolt Throwa is most effective at firing into large crowds of big entities, like monstrous cavalry. As an expendable siege attacker, the Bolt Throwa is useful for quickly doing damage against the more powerful targets before being overrun.
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