Peak Gate Guard (Hammerers)
All Karaks are defended with vigour, but none hold the line with as much determination as these hammer-wielding guards.The most skilled warriors in a Dwarf Hold are the Hammerers. They are individuals from different units, and perhaps even Clans, who have proven themselves in uncountable battles, showing not just great strength and deadly martial prowess, but also steadfast loyalty and a bold and courageous nature. They are formed into a hard-hitting shock unit, a force capable of breaking enemy formations the way a heavy maulhammer crushes shale. Outfitted in heavy, well-polished Dwarf mail, Hammerers wade into combat wielding their great weapons. They swing their hammers in sweeping arcs, hitting their enemies with such vigour that only enchanted or hell-forged armour can withstand the force of their blows. With a cracking and crumping, the whirling hammerheads send up gory debris, as splintered shields, cracked bits of armour and even heads or limbs are thrown into the air by the sheer force of the impact. Dwarf battle lines have been known to cheer at the sight of the great hammers rising and falling around their King's banner, beating out a rhythmic noise that is not unlike the deep-booming industrial sounds made by the vast drop hammers found in the larger Dwarf forges.
Unit Name Peak Gate Guard (Hammerers) |
Main Unit Key wh_dlc06_dwf_inf_peak_gate_guard_0 |
Land Unit Key wh_dlc06_dwf_inf_peak_gate_guard_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Hammer Infantry |
Naval Unit Group Hammer Infantry |
Soldiers 100 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 1450 |
Recruitment Cost 1450 |
Upkeep Cost 362 |
Melee Attack 57 |
55 |
├ Melee Weapon wh_dlc06_dwf_hammerers_peak |
├ Melee Damage Base 14 |
├ Melee Damage Ap 41 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 24 |
44 |
├ Base Defence 44 |
├ Shield none |
└ Shield Defence 0 |
100 |
├ Armour wh2_main_chainmail_100 |
├ Armour Defence 100 |
└ Shield Armour 0 |
92 |
├ Man Entity wh_main_dwf_inf_dwarfs_hammerers_blood_dismembers |
├ Man Speed 28 |
├ Man Health 8 |
└ Bonus Hit Points 84 |
Leadership (Base Morale) 90 |
Abilities
No Ability
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Sundering
The armour-splitting attacks of this unit can significantly weaken the target's armour. - 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. - Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
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Mortal Empires |