Necrofex Colossus

is a missile monster unit introduced in Total War: Warhammer II with Curse of the Vampire Coast.
==Recruitment==
* Unlocked with: Great Altar of the Necrarchs, Composite Hull or Wreck of the Heldenhammer
==Description==
The unhallowed form of the Necrofex Colossus is one of the most terrifying anathema known to arcane lore. Varying in composition, they always hold true to the same basic form – a monstrous humanoid shape akin to a giant, fashioned upon a frame of galley-torn timber, iron, or bone, onto which the ‘flesh’ and musculature of the dead has been bound and shaped, with scores of corpses used in their creation. These gargantuan monstrosities fear neither pain nor injury, for they are walking vortexes of deathly energies around which the souls of the damned howl and against which few mortals can stand. With so much unholy power concentrated in their forms, a Necrofex Colossus is no mere mindless thrall, but possesses a deathly will and dark appetite of its own, often outlasting its creator or even proving their undoing should its master’s control slip even for a moment.
==Attributes==
== Unit Abilities ==
=== Passive Abilities ===
* Abandon Ship!
* Black Powder Aplenty
* Crumbling
* Disintegrating
* Wounds
== Strategy ==
Artillery piece and Monster put into a single unit, the Necrofex Colossus is a very powerful unit. Its cannon shots have long range and shred infantry formations and also accurate enough to punish other single model monstrous units. In melee, the Colossus is weaker but by no means a pushover. It also has a passive ability when it gets low on health that drops a summoned unit of Deckhand Mobs at its feet. This is helpful for providing a buffer around the colossus to protect it in melee. It has a high profile and hitbox, so be careful of it being targeted by enemy artillery pieces or ranged units. Also watch out for fast or sneaky anti-large units that can evade its fire and close to melee quickly.
In the Immortal Empires Campaign, the Necrofex Colossus's primary weakness is its weak auto-resolve potential. Especially notable when starting out with Count Noctilus, you will often find that your hordes of Gunners and Deckhands will loose a tenth of their health when auto resolving while the Colossus will loose a third to a half in evenly matched, and even favorable fights. Observing the AI's usage of it, the game seems to think that the player walks the Colossus straight at enemy lines in order to use it as a high damaging tank. Early game this is not the best usage of it, as the masses of archers that almost all of the nearby factions use will quickly target it down. Instead, use its long range to destroy the enemy ranged attackers that out-range your gunners in order to maintain your range advantage. The Abandon Ship! ability will activate if the unit starts with below 50% HP and since the Zombie Pirate Deckhands Mob of this ability is considered a summon, they'll start vanishing in 1 minute, therefore, trying to use them before they are gone might be a bit difficult. 
Also of note, an army composed entirely of Necrofex Colossus is one of the more effective "doomstacks" in the game, they are incredibly difficult for any enemy to beat.
Category:Curse of the Vampire Coast units