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HomeHome / Total War: WARHAMMER II / Middenland (Mortal Empires) / Units / Great Cannons
Great Cannons Middenland (Mortal Empires)Middenland (Mortal Empires) Field Artillery

Great Cannons

The Empire's standard, effective cannonry sends armour-piercing iron balls ploughing through enemy ranks with devastating aplomb.

The Great Cannons of the Imperial Gunnery School are the terror of the Empire's foes. Their thunderous fire sends iron balls hammering into the ranks of enemy warriors, each impact ploughing bloody furrows through tightly packed regiments. Even the mightiest creatures cannot ignore the power of a Great Cannon, as was ably demonstrated at the Siege of Middenheim, when Master Gunner Pumhart von Steyr decapitated a raging Dragon with a single well-placed shot.

Great Cannons

Unit Name

Great Cannons

Main Unit Key

wh_main_emp_art_great_cannon

Land Unit Key

wh_main_emp_art_great_cannon

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Siege Artillery

Naval Unit Group

Siege Artillery

Soldiers

44

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Cost

800

Recruitment Cost

800

Upkeep Cost

200

Engine Missile Damage

440

├ Engine

wh_main_emp_art_great_cannon

├ Missile Weapon

wh_main_emp_cannon

├ Projectile

wh_emp_great_cannon_ball

├ Missile Damage

88

├ Missile Ap Damage

352

└ Base Reload Time

22

Accuracy

10

Range

450

Reload

10

Shots Per Minute

3

Ammunition

22

Melee Attack

10

Weapon Strength (Weapon Damage)

24

├ Melee Weapon

wh_main_emp_sword_short

├ Melee Damage Base

21

├ Melee Damage Ap

3

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

5

Melee Defence

6

├ Base Defence

6

├ Shield

none

└ Shield Defence

0

Armour

20

├ Armour

wh2_main_leather_20

├ Armour Defence

20

└ Shield Armour

0

Health

56

├ Man Entity

wh2_dlc16_infantry_standard_crew_blood_dismembers

├ Man Speed

30

├ Man Health

8

└ Bonus Hit Points

48

Leadership (Base Morale)

50

Abilities

No Ability

Attributes

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

Strengths & Weaknesses

  • Good Range
    This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.
  • 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
Great Cannons Lv. 0 Foundry
Foundry
(wh_main_emp_forges_2)
Level 1
Engineer's Workshop
Engineer's Workshop
(wh_main_emp_forges_3)
Level 2
Nuln Cannon Foundry
Nuln Cannon Foundry
(wh_main_special_nuln_cannon_foundry)
Level 0
Nuln Gunnery School
Nuln Gunnery School
(wh_main_special_nuln_gunnery_school)
Level 1
Garrison Buildings
Great Cannons x 2 Nuln Gunnery School
Nuln Gunnery School
(wh_main_special_nuln_gunnery_school)
Level 1
Great Cannons x 1 Grand Fort
Grand Fort
(wh2_main_special_empire_fort_emp_3)
Level 3
Imposing Fort
Imposing Fort
(wh2_main_special_empire_fort_emp_4)
Level 4
Impregnable Fort
Impregnable Fort
(wh2_main_special_empire_fort_emp_5)
Level 5
Smithy's Tavern
Smithy's Tavern
(wh2_main_special_smithys_tavern)
Level 0