The Thousand Maws

is a playable faction introduced in Total War: Warhammer II, led by Rakarth. They were introduced as a free DLC as part of The Rakarth Update. A faction of Dark Elf beastmasters, they are playable in campaign, custom battles and multiplayer.
== Description ==
Since the distant days of Nagarythe, the Dark Elves have been experts at bending beasts and animals to their will. However, some show exceptional aptitude in this, and can command even the unruliest beasts with a single word. They are the famed Beastmasters. When a child shows talent for taming animals he is sent to the city of Karond Kar to study under the masters who dwell there.
The Beastmasters of Clar Karond and Karond Kar can command even the wildest creatures to do their bidding. In part, this mastery springs from their unflinching dedication to the tormentor's craft, but brutality alone would be worthless without a Beastmaster's innate empathy. All Elves share a mystical attunement with the natural world, but while most embrace this bond to gain greater wisdom and fellowship with other living creatures, Dark Elves, and Beastmasters in particular, employ it as another weapon in their arsenal of torment. It matters not whether the beast is a raging Manticore, a cunning Harpy, or the wisest of all Caledor's ancient Dragons: eventually, all submit to the Beastmaster's will, or perish under his lash.
== How They Play ==
For general information about Dark Elves, see that page.
* Units: Dark Elves unit roster is fairly well-rounded, with a focus on elite infantry and cavalry, backed up by hydras and spellcasters.
* Murderous Prowess: In battle, Dark Elf armies gain extra bonuses after inflicting a certain amount of damage.
* Slaves: In campaign, Dark Elves gather the slaves resource, which boosts the economy at the expense of public order.
* Black Arks: These are powerful naval units which can be used to recruit armies at sea.
* Names of Power: Dark Elf lords can acquire different Names of Power which have varying effects.
* Loyalty: Dark Elf lords have a loyalty stat, which can cause them to rebel, taking their army with them. High Loyalty lords can offer items.
* Sword of Khaine: As a Dark Elf faction, The Thousand Maws can draw the Sword of Khaine.
*In Battle
The Thousand Maws uses the Dark Elves unit roster.
They have access to certain monstrous units from Norsca, Lizardmen, and the Wood Elves (Wargrove of Woe only) rosters, through their unique Monster Pens faction mechanic.
==Faction effects==
=== Total War: Warhammer II & III ===
* Monster Pens: Capture a variety of hideous beasts and send them into battle
* Forces do not receive Vigour penalties from Raiding stance
* Upkeep: -10% for monstrous units (all armies)
== Diplomatic traits ==
* Naval Aggressor
* Supremacy
* Underdog
==Starting Location==
Eye of the Vortex:
* Albion, Albion
Mortal Empires:
*Isle of Wights, Albion
Immortal Empires:
*Great Turtle Isle, The Turtle Isles
==Diplomacy==
Eye of the Vortex
*Starts at war with Skaeling
Mortal Empires
*Starts at war with Vanaheimlings
* Trade agreement and non-aggression pact with World Walkers.
== Victory conditions ==
=== Eye of the Vortex campaign map ===
==== Vortex Victory: ====
* Complete all Rituals.
* Win The Final Battle. 
====Domination Victory:====
* Destroy the following factions: Hexoatl, Eataine, Clan Pestilens, Khemri, The Awakened, Chevaliers de Lyonesse
* Maintain control of 50 province(s), either by direct ownership or through vassals and military allies. 
=== Mortal Empires campaign map ===
==== Long campaign victory ====
* Capture 12000 battle captives
* Continue to expand your territory, ready for the arrival of Archaon the Everchosen
* Control any 8 of the following settlements either by direct ownership or through vassals and military allies :
** Arnheim
** Barak Varr
** Couronne
** Erengrad
** Icedrake Fjord
** Karond Kar
** Lothern
** Marienburg
** Naggarond
** Sartosa
** Shrine of Khaine
** Skavenblight
** The Galleon's Graveyard
** The Oak of Ages
** Tor Yvresse
* Construct 1 of each of the following buildings:
** Restored Port of Nagronath
* Construct 1 of each of the following buildings:
** Empowered Ogham Stones
* Destroy the following factions:
** Couronne
** Reikland
* Ensure that Archaon the Everchosen is in a wounded state
* Maintain a total of 15 units of the following type:
** Black Dragon
** Bloodwrack Medusa
** Feral Carnosaur
** Feral Mammoth
** Feral Stegadon
** Kharibdyss
** War Hydra
* Occupy, loot, raze or sack 40 different settlements.
==== Short campaign victory ====
* Capture 8000 battle captives
* Continue to expand your territory, ready for the arrival of Archaon the Everchosen
* Control any 4 of the following settlements either by direct ownership or through vassals and military allies :
** Arnheim
** Barak Varr
** Couronne
** Erengrad
** Icedrake Fjord
** Karond Kar
** Lothern
** Marienburg
** Naggarond
** Sartosa
** Shrine of Khaine
** Skavenblight
** The Galleon's Graveyard
** The Oak of Ages
** Tor Yvresse
* Construct 1 of each of the following buildings:
** Restored Port of Nagronath
* Destroy the following factions:
** Couronne
** Marienburg
* Ensure that Archaon the Everchosen is in a wounded state
* Maintain a total of 8 units of the following type:
** Black Dragon
** Bloodwrack Medusa
** Feral Carnosaur
** Feral Mammoth
** Feral Stegadon
** Kharibdyss
** War Hydra
* Occupy, loot, raze or sack 20 different settlements.
=== Immortal Empires ===
==== Short Campaign Victory ====
* Occupy, loot, raze, or sack 30 different settlements
* Control the following province either directly or through vassals and military alliances: The Turtle Isles
* Win the Whip of Agony quest battle
==== Long Campaign Victory ====
* Occupy, loot, raze, or sack 75 different settlements
* Control the following settlement either directly or through vassals and military alliances: Shrine of Khaine
* Control the following province either directly or through vassals and military alliances: Eataine
* Destroy the following factions: Eataine, Avelorn, Order of Loremasters, Yvresse, Nagarythe, Knights of Caledor
==Chapter Objectives==
===Chapter I: Of Maws & Men===
Rank 	Name 	Objective 	Reward	In-game description
Primary objective 	Of Maws & Men 	Maintain 25 units in total 	2000 	The rabid beasts of the Thousand Maws are mighty indeed, for many wars have been won on the backs of Lord Rakarth's monstrous horde alone. Yet it is foot soldiers, archers and mounted warriors that are the focal point around which battles are typically lost and won. Be it with more beasts or Druchii warriors, Rakarth must bolster his army to ensure the inevitability of his victory in the name of slaves, plunder and conquest.
Bonus objective I 	Divided They Fall 	Raid any region belonging to the following race:
*Norsca	1000 	Rampant raiding and pillaging has swelled the coffers of the Norscan tribes; a veritable boon for any with the strength to relieve them of their riches.
Bonus objective II 	In Pursuit of Excellence	Reach rank 3 with the following character:
*Rakarth	1000 	Ruling over both Druchii and dreaded beasts alike requires a will of impenetrable steel; something which Rakarth seeks to prove with every brutal conquest over his foes
Bonus objective III	An Iron Grip 	Hold 3 settlements 	1000 	Power is not something freely given, but taken with a clenched, iron fist. Rakarth knows well, there is no better illustration of power than controlling every vast swathe of land in his path.
Bonus objective IV 	Call to Arms 	Ensure that the following building has been constructed:
*Conscription Halls	1000 	An army is built around the strength of those one can call to their command, and the mightiest of armies can call thousand under their banner in times of need.
Bonus objective V 	The Chains of War 	Capture 2500 battle captives	1000 	Rakarth knows well the value of captives in battle - each one of them might fetch a pretty price in the slave markets, and finance the conquering of their kin.
==Strategy==
Overall, the Thousand Maws have all the pros of a typical Dark Elf faction with the added power of Beast Pens but this is curtailed in both campaigns by a challenging starting position. Using the Black Arks as a means of cost reduction is key to expanding while being able to defend his starting province which cannot build walls. Black Ark Corsairs are readily available but expensive, so you'll want to switch to a Dark Shard heavy army with some Dreadspears and characters to hold the line. 
The Beast Pens are very flexible but consider the additional upkeep before adding large beasts to your standing army. Your army only needs to be strong enough to defeat your enemies and having monsters in your pool to quick-raise in a crisis is immensely powerful. Also, many of these large beasts have siege attacker, mitigating the need for Bolt Throwers.
The type of beasts acquired depend on the target and location. Namely, Rakarth's signature Kharibdyss can use Ice Breath if in his army and these are easily captured by winning naval battles, something your Black Arks should achieve often.
Campaign guide
Category:Eye of the Vortex factions
Category:Total War: Warhammer II Dark Elves factions
Category:Mortal Empires factions
Category:Immortal Empires factions
Category:Dark Elves factions