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Cannon Clan AngrundClan Angrund Field Artillery

Cannon

A staple of Dwarfen armies, the cannon is a long-ranged, powerful weapon essential to the Dwarfen grand strategy.

Cannons were first made by the Dwarfs of Zhufbar, although now, many of the larger Holds make their own. One of the most potent war machines, a cannon can shatter the most heavily armoured foe, pour shot into massed enemy formations, level a foe's cities or fortifications and topple the largest of monsters. They are, however, somewhat temperamental devices, and even the best-forged cannon in the world (those made by Dwarfs, naturally) are subject to occasional malfunction. The slightest crack or premature ignition of black powder can result in devastating accidents. In addition to the cannons housed within Holds, many Clans maintain a number of cannons that can join a throng on the march. These are hauled into overlooking positions on the battlefield where their long range and potent shot can dictate the course of the enemy's actions. Give the quality of their make, many Cannons have been in service for a number of centuries and are revered by their crew.

Cannon

Unit Name

Cannon

Main Unit Key

wh_main_dwf_art_cannon

Land Unit Key

wh_main_dwf_art_cannon

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Siege Artillery

Naval Unit Group

Siege Artillery

Soldiers

32

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

800

Recruitment Cost

800

Upkeep Cost

200

Engine Missile Damage

380

├ Engine

wh_main_dwf_art_cannon

├ Missile Weapon

wh_main_dwf_cannon

├ Projectile

wh_dwf_cannon_ball

├ Missile Damage

100

├ Missile Ap Damage

280

└ Base Reload Time

22

Accuracy

10

Range

440

Reload

10

Shots Per Minute

3

Ammunition

22

Melee Attack

15

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh_main_dwf_axe

├ Melee Damage Base

23

├ Melee Damage Ap

5

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

2

Melee Defence

17

├ Base Defence

17

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh_main_dwf_light

├ Armour Defence

40

└ Shield Armour

0

Health

64

├ Man Entity

wh_main_dwf_inf_dwarfs_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

56

Leadership (Base Morale)

66

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.

Strengths & Weaknesses

  • Armour-Piercing Missiles
    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-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Requires Buildings
Cannon Lv. 0 Gunsmith's Forge
Gunsmith's Forge
(wh_main_dwf_workshop_2)
Level 1
Foundry
Foundry
(wh_main_dwf_workshop_3)
Level 2
Hangar
Hangar
(wh_main_dwf_workshop_4)
Level 3
Garrison Buildings
Cannon x 1 Guard Hall
Guard Hall
(wh_main_dwf_garrison_2)
Level 1
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