Animated Hulks

## Attributes

* **Siege Attacker**: This unit can attack gates or walls, allowing you to instantly launch a siege battle without having to wait for siege towers or battering rams to be built.
* **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.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Undead**: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

**Animated Hulks** are a  Vampire Coast monstrous infantry unit introduced in *Total War: Warhammer II* with Curse of the Vampire Coast.

## Recruitment

* Unlocked with: Desolate Shoal or Ship's Hold

## Description

An Ogre risen from the dead is amongst the most powerful of minions a Necromancer can control, and a most terrifying abomination to face in battle. The nomadic brutes sometimes take passage aboard ocean-going vessels on their worldly travels, but most are too dim-witted to understand the risk the ocean poses to them, since their dense bellies and hulking frames make them some of the worst swimmers in existence. Whether an Ogre dies by drowning or meets its end by some other means at sea, once its massive, waterlogged corpse spends a prolonged period floating in the briny water it becomes invaluable to seafaring Necromancers. Attributed to the mysterious effects of Galleon’s Graveyard which touches everything that perishes at sea, the reanimation process applied to dead Ogres often yields unpredictable results, sometimes amalgamating their huge bodies with ship parts, or even sprouting limbs and additional heads of hideous sea monsters.

## Attributes

* **Monstrous Infantry**
* ▲ **Armour-Piercing**: 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.
* ▲ **Anti-Infantry**: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
* ▲ **Aquatic**: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

## Unit Abilities

### Passive Abilities

* Crumbling
* Disintegrating

## Strategy

A relatively niche unit on the Coast roster. These monstrous infantry would logically function similar to Ushabti as a front line shock unit that bolsters the weak Zombie Pirate Deckhands Mob. However, their armor and melee defence are quite low, making them still take a lot of damage from these kinds of engagements. On the plus side, they do a solid amount of armour piercing damage and have high mass, allowing them to pin enemy units in place. Beyond that, their uses are relatively few and their role is generally better performed by Rotting Prometheans or Depth Guard.

They are cheaper and available from lower tier buildings than Prometheans or Depth Guard. A Zombie Pirate Deckhand Mob based front line is made much studier and a bit more threatening with with a couple of these guys mixed in.