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Hammerers Clan AngrundClan Angrund Melee Infantry

Hammerers

Elite, hardened warriors, Hammerers thrive amongst the melee with warhammer in hand, smashing the unprepared to pieces.

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.

Hammerers

Unit Name

Hammerers

Main Unit Key

wh_main_dwf_inf_hammerers

Land Unit Key

wh_main_dwf_inf_hammerers

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

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

44

Weapon Strength (Weapon Damage)

50

├ Melee Weapon

wh_main_dwf_hammerers

├ Melee Damage Base

10

├ Melee Damage Ap

40

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

16

Melee Defence

28

├ Base Defence

28

├ Shield

none

└ Shield Defence

0

Armour

95

├ Armour

wh_main_dwf_heavy_improved

├ Armour Defence

95

└ Shield Armour

0

Health

74

├ Man Entity

wh_main_dwf_inf_dwarfs_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

66

Leadership (Base Morale)

80

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
Requires Buildings
Hammerers Lv. 0 Hall of Oaths
Hall of Oaths
(wh_main_dwf_barracks_4)
Level 0
Garrison Buildings
Hammerers x 1

(wh_dlc06_dwf_eight_peaks_1)
Level 0

(wh_dlc06_dwf_eight_peaks_2)
Level 1

(wh_dlc06_dwf_eight_peaks_3)
Level 2
Karak Eight Peaks (Great Hold)
Karak Eight Peaks (Great Hold)
(wh_main_special_settlement_eight_peaks_5_dwf)
Level 5
Hammerers x 2 Karaz-a-Karak (Mining Settlement)
Karaz-a-Karak (Mining Settlement)
(wh_main_special_settlement_karaz_a_karak_1_dwf)
Level 1
Karaz-a-Karak (Outpost)
Karaz-a-Karak (Outpost)
(wh_main_special_settlement_karaz_a_karak_2_dwf)
Level 2
Karaz-a-Karak (Dwarf Keep)
Karaz-a-Karak (Dwarf Keep)
(wh_main_special_settlement_karaz_a_karak_3_dwf)
Level 3
Karaz-a-Karak (Dwarfhold)
Karaz-a-Karak (Dwarfhold)
(wh_main_special_settlement_karaz_a_karak_4_dwf)
Level 4
Hammerers x 3 Karaz-a-Karak (Great Hold)
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf)
Level 5