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HomeHome / Total War: WARHAMMER / Clan Angrund / Units / Ulthar's Raiders (Rangers - Great Weapons)
Ulthar's Raiders (Rangers - Great Weapons) Clan AngrundClan Angrund Missile Infantry

Ulthar's Raiders (Rangers - Great Weapons)

Keen and sharp, these Dwarfs know every nook, every cranny of the mountains.

Rangers are the long-ranged eyes and ears of most Dwarf settlements. They patrol far from the safety of the Hold, often spending long periods out in the wilderness, keeping watch on the Dwarfs' many enemies and tracking dangerous beasts. It is they who explore hidden valleys, push through collapsed sections of the Underway and scale the cliffsides in search of new pathways. Rangers will hunt down and dispose of lone monsters or ambush small mobs of Goblins, but when they confront larger creatures or enemy armies on the march, signals are sent to the nearest outposts to alert them of the encroaching danger. When dealing with large enemy forces, Rangers will first attempt to forewarn all Dwarfs in the invaders' path before trailing the foe, picking off stragglers and waiting for an opportunity to wreak havoc. In this way, when the foe finally confronts a Dwarf force, the Rangers will often be in position to outflank it, arriving behind enemy battle lines to destroy war machines, pincushion lone Wizards, or launch an attack to otherwise help the Dwarfs gain an advantage.

Ulthar's Raiders (Rangers - Great Weapons)

Unit Name

Ulthar's Raiders (Rangers - Great Weapons)

Main Unit Key

wh_dlc06_dwf_inf_ulthars_raiders_0

Land Unit Key

wh_dlc06_dwf_inf_ulthars_raiders_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Close-Quarters Infantry

Naval Unit Group

Close-Quarters Infantry

Soldiers

80

Caste

Generic

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

750

Recruitment Cost

750

Upkeep Cost

188

Missile Damage

32

├ Missile Weapon

wh_dlc06_dwf_raiders_throwing_axe

├ Projectile

wh_dlc06_dwf_rangers_throwing_axe

├ Missile Damage

6

├ Missile Ap Damage

26

└ Base Reload Time

8

Accuracy

33

Range

75

Reload

30

Shots Per Minute

10.7

Ammunition

8

Melee Attack

32

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh_dlc06_dwf_axe_great_rangers

├ Melee Damage Base

7

├ Melee Damage Ap

21

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

17

Melee Defence

28

├ Base Defence

28

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh_main_dwf_light

├ Armour Defence

40

└ Shield Armour

0

Health

57

├ Man Entity

wh_dlc06_dwf_inf_rangers_blood_dismembers

├ Man Speed

32

├ Man Health

8

└ Bonus Hit Points

49

Leadership (Base Morale)

71

Abilities

  • Marked by Ulthar
    Those marked for death by the mighty Ranger or his crew may find their armour and shield of little practical use…

Attributes

  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • 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.
  • Fast (for a Dwarf)
    While Dwarfs are generally not the most nimble inhabitants of the Old World, they can move surprisingly fast when not slowed by heavy armour.
  • Stalk
    This unit can move hidden in any terrain.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer