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HomeHome / Total War: WARHAMMER / Clan Angrund / Units / Quarrellers (Great Weapons)
Quarrellers (Great Weapons) Clan AngrundClan Angrund Missile Infantry

Quarrellers (Great Weapons)

A volley of Dwarfen crossbow bolts will travel far and hit hard, particularly against the lightly armoured.

When the Clans are called to fight, some Dwarfs arm themselves with crossbows and join the battle as Quarrellers. These formations are tasked with raining bolts down upon their foes - a task they perform with orderly zeal. Quarrellers seek to thin down the enemy's ranks, punish units attempting to outflank their own forces and engage in ranged duels with the foe's missile-armed troops. Dwarfs have never taken to bows, partly because they do not suit their short physical stature, but also due to the limitations of such weapons in confined tunnels. The powerfully-built Dwarf crossbow can easily fire shots that outdistance the puny bows used by Goblins, and the crossbow bolts pack enough punch to devastate lightly armoured foes. With typical Dwarf precision, a unit of Quarrellers will unleash its hail of bolts, reload, take aim and fire again. Protected by heavy armour and their own sturdy constitutions, it is a rare day when an enemy - even one with more skilled marksmen than the Dwarfs - can win a long-ranged shooting contest against a unit of Quarrellers. Of course, should the enemy approach near enough to engage the Quarrellers in close combat, they will find hardened warriors eager to put their axes to work. While the devotees to the handgun have grown over the years, they have not replaced the crossbow. There are many Clans that prefer the range of the crossbow, while the most traditionalist simply rile against any technological progress and the regrettable lack of "elbow grease" needed to fire a handgun instead of winding a crossbow winch to reset its formidable shot. Not surprisingly, some of the less wealthy Clans even grumble over the cost of black powder.

Quarrellers (Great Weapons)

Unit Name

Quarrellers (Great Weapons)

Main Unit Key

wh_main_dwf_inf_quarrellers_1

Land Unit Key

wh_main_dwf_inf_quarrellers_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

80

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

650

Recruitment Cost

650

Upkeep Cost

162

Missile Damage

20

├ Missile Weapon

wh_main_dwf_crossbow

├ Projectile

wh_dwf_crossow_bolt

├ Missile Damage

16

├ Missile Ap Damage

4

└ Base Reload Time

11

Accuracy

10

Range

160

Reload

10

Shots Per Minute

6.1

Ammunition

22

Melee Attack

18

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh_main_dwf_axe_great_quarreller

├ Melee Damage Base

6

├ Melee Damage Ap

22

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

12

Melee Defence

18

├ Base Defence

18

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh_main_dwf_heavy

├ Armour Defence

80

└ Shield Armour

0

Health

57

├ Man Entity

wh_main_dwf_inf_dwarfs_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

49

Leadership (Base Morale)

66

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.
  • Decent Melee Combatant
    Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Armour-Piercing Melee
    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.
Requires Buildings
Quarrellers (Great Weapons) Lv. 0 Clan Barracks
Clan Barracks
(wh_main_dwf_barracks_2)
Level 1
Mustering Hall
Mustering Hall
(wh_main_dwf_barracks_3)
Level 2
Garrison Buildings
Quarrellers (Great Weapons) x 3 Watch Room
Watch Room
(wh_main_dwf_garrison_1)
Level 0
Guard Hall
Guard Hall
(wh_main_dwf_garrison_2)
Level 1
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
Quarrellers (Great Weapons) x 2 Gate
Gate
(wh_main_dwf_wall_1)
Level 0
Reinforced Gate
Reinforced Gate
(wh_main_dwf_wall_2)
Level 1
Quarrellers (Great Weapons) x 4 Karaz-a-Karak (Great Hold)
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf)
Level 5