Rangers (Great Weapons)
Stealthy and steadfast, these redoubtable Rangers carry both throwing and great axes – the latter for dealing with the more ‘imposing’ opponents.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.
Unit Name Rangers (Great Weapons) |
Main Unit Key wh_dlc06_dwf_inf_rangers_1 |
Land Unit Key wh_dlc06_dwf_inf_rangers_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Close-Quarters Infantry |
Naval Unit Group Close-Quarters Infantry |
Soldiers 80 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 650 |
Recruitment Cost 650 |
Upkeep Cost 162 |
32 |
├ Missile Weapon wh_dlc06_dwf_rangers_throwing_axe |
├ Projectile wh_dlc06_dwf_rangers_throwing_axe |
├ Missile Damage 6 |
├ Missile Ap Damage 26 |
└ Base Reload Time 8 |
Accuracy 10 |
Range 75 |
Reload 10 |
Shots Per Minute 8.3 |
Ammunition 8 |
Melee Attack 20 |
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 14 |
22 |
├ Base Defence 22 |
├ Shield none |
└ Shield Defence 0 |
40 |
├ Armour wh_main_dwf_light |
├ Armour Defence 40 |
└ Shield Armour 0 |
57 |
├ Man Entity wh_main_dwf_inf_dwarfs_rangers_blood_dismembers |
├ Man Speed 34 |
├ Man Health 8 |
└ Bonus Hit Points 49 |
Leadership (Base Morale) 61 |
Abilities
No Ability
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.
Faction Availability | |
---|---|
Warhammer | |
The Season of Revelation |