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HomeHome / Total War: WARHAMMER / Clan Angrund / Units / Ekrund Miners (Miners - Blasting Charges)
Ekrund Miners (Miners - Blasting Charges) Clan AngrundClan Angrund Melee Infantry

Ekrund Miners (Miners - Blasting Charges)

The Miners of Mount Bloodhorn fight in memory of their fallen Hold with unmatched passion and fury.

When Dwarfs march to war, many mining Clans form regiments to join the battle. As a point of pride, they do not bear axes, but instead wield the same heavy two-handed mining picks and mattocks they use to laboriously carve out tunnels. As it turns out, these well-balanced and sturdily-made tools work equally well whether digging in to bedrock or hacking apart Goblins. Because tunnelling in the deeps is dangerous work, Miners constantly wear heavy armour and helms. Down the ages, this mail has served to protect them against rockfall and cave-ins as well as turning aside such attacks as Elf arrows or rusty Skaven blades. The longer and more established a Dwarf mine is, the more likely it is to be augmented with mechanical contrivances. Great steam engines draw in fresh air or haul chains to tow wagonloads of rock out of the depths. Some Miners even take to war with a few of their 'gadgets', such as blasting charges or a steam drill to aid in tunnelling under the enemy battle lines quickly. While the most conservative Dwarfs still grumble about these newer generations, stoutly wielding a pick to carve through a foe and winning the battle go a long way to aiding acceptance.

Ekrund Miners (Miners - Blasting Charges)

Unit Name

Ekrund Miners (Miners - Blasting Charges)

Main Unit Key

wh_dlc06_dwf_inf_ekrund_miners_0

Land Unit Key

wh_dlc06_dwf_inf_ekrund_miners_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Pickaxe Infantry

Naval Unit Group

Pickaxe Infantry

Soldiers

100

Caste

Missile Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

625

Recruitment Cost

625

Upkeep Cost

156

Missile Damage

1

├ Missile Weapon

wh_main_dwf_blasting_charges

├ Projectile

wh_dwf_miners_blasting_charge

├ Missile Damage

1

├ Missile Ap Damage

0

└ Base Reload Time

9

Accuracy

33

Range

55

Reload

30

Shots Per Minute

9.5

Ammunition

3

Melee Attack

27

Weapon Strength (Weapon Damage)

22

├ Melee Weapon

wh_main_dwf_miners_pickaxe

├ Melee Damage Base

5

├ Melee Damage Ap

17

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

13

Melee Defence

27

├ Base Defence

27

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh_main_dwf_heavy

├ Armour Defence

80

└ Shield Armour

0

Health

63

├ Man Entity

wh_main_dwf_inf_dwarfs_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

55

Leadership (Base Morale)

78

Abilities

  • Frenzy
    Some care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!

Attributes

  • {{tr:guerrilla_deployment}}
  • 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.
  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • 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.
  • Good Against Gates
    This unit is quicker than most when it comes to smashing through gates with their melee weapons.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer