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HomeHome / Total War: WARHAMMER II / Clan Angrund (Mortal Empires) / Units / Peak Gate Guard (Hammerers)
Peak Gate Guard (Hammerers) Clan Angrund (Mortal Empires)Clan Angrund (Mortal Empires) Melee Infantry

Peak Gate Guard (Hammerers)

All Karaks are defended with vigour, but none hold the line with as much determination as these hammer-wielding guards.

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.

Peak Gate Guard (Hammerers)

Unit Name

Peak Gate Guard (Hammerers)

Main Unit Key

wh_dlc06_dwf_inf_peak_gate_guard_0

Land Unit Key

wh_dlc06_dwf_inf_peak_gate_guard_0

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

1450

Recruitment Cost

1450

Upkeep Cost

362

Melee Attack

54

Weapon Strength (Weapon Damage)

55

├ Melee Weapon

wh_dlc06_dwf_hammerers_peak

├ Melee Damage Base

15

├ Melee Damage Ap

40

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

18

Melee Defence

46

├ Base Defence

46

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_chainmail_100

├ Armour Defence

100

└ Shield Armour

0

Health

90

├ Man Entity

wh_main_dwf_inf_dwarfs_hammerers_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

82

Leadership (Base Morale)

90

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Sundering
    The armour-splitting attacks of this unit can significantly weaken the target's armour.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
Mortal Empires