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HomeHome / Total War: WARHAMMER II / Reikland (Mortal Empires) / Units / Hammer of the Witches (Great Cannons)
Hammer of the Witches (Great Cannons) Reikland (Mortal Empires)Reikland (Mortal Empires) Field Artillery

Hammer of the Witches (Great Cannons)

The Hammer of the Witches, fired with righteous purpose, smites evil with thunderous, armour-shattering blasts.

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.

Hammer of the Witches (Great Cannons)

Unit Name

Hammer of the Witches (Great Cannons)

Main Unit Key

wh_dlc04_emp_art_hammer_of_the_witches_0

Land Unit Key

wh_dlc04_emp_art_hammer_of_the_witches_0

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

1100

Recruitment Cost

1100

Upkeep Cost

275

Engine Missile Damage

580

├ Engine

wh_main_emp_art_great_cannon_hammer

├ Missile Weapon

wh_dlc04_emp_cannon_hammer_witches

├ Projectile

wh_dlc04_emp_great_cannon_ball_hammer_witches

├ Missile Damage

145

├ Missile Ap Damage

435

└ Base Reload Time

22

Accuracy

33

Range

450

Reload

30

Shots Per Minute

3.9

Ammunition

30

Melee Attack

13

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

10

├ Base Defence

10

├ 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)

60

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.
Recuitment Requirement
Maximum Number 1
Faction Availability
The Eye of the Vortex
Mortal Empires