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HomeHome / Total War: WARHAMMER III / Ironbrow's Expedition / Units / Quarrellers
Quarrellers Ironbrow's ExpeditionIronbrow's Expedition Missile Infantry

Quarrellers

A volley of Dwarfen crossbow bolts will travel far and hit hard, particularly against the lightly armoured.

When the Clans are called to fight, some Dwarfs arm themselves with crossbows and join the battle as Quarrellers. These formations are tasked with raining bolts down upon their foes - a task they perform with orderly zeal. Quarrellers seek to thin down the enemy's ranks, punish units attempting to outflank their own forces and engage in ranged duels with the foe's missile-armed troops. Dwarfs have never taken to bows, partly because they do not suit their short physical stature, but also due to the limitations of such weapons in confined tunnels. The powerfully-built Dwarf crossbow can easily fire shots that outdistance the puny bows used by Goblins, and the crossbow bolts pack enough punch to devastate lightly armoured foes. With typical Dwarf precision, a unit of Quarrellers will unleash its hail of bolts, reload, take aim and fire again. Protected by heavy armour and their own sturdy constitutions, it is a rare day when an enemy - even one with more skilled marksmen than the Dwarfs - can win a long-ranged shooting contest against a unit of Quarrellers. Of course, should the enemy approach near enough to engage the Quarrellers in close combat, they will find hardened warriors eager to put their axes to work. While the devotees to the handgun have grown over the years, they have not replaced the crossbow. There are many Clans that prefer the range of the crossbow, while the most traditionalist simply rile against any technological progress and the regrettable lack of "elbow grease" needed to fire a handgun instead of winding a crossbow winch to reset its formidable shot. Not surprisingly, some of the less wealthy Clans even grumble over the cost of black powder.

Quarrellers

Unit Name

Quarrellers

Main Unit Key

wh_main_dwf_inf_quarrellers_0

Land Unit Key

wh_main_dwf_inf_quarrellers_0

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

550

Recruitment Cost

550

Upkeep Cost

138

Number of Units

80

Hit Points

5600

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_axe_shield_and_crossbow

├ Man Entity

wh_main_dwf_inf_dwarfs_blood_dismembers

├ Man Hit Points

8

├ Num Men

80

└ Bonus Hit Points

62

Mass

150

└ Man Mass

150.0000

Armour

80

├ Armour

wh2_main_chainmail_80

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

64

Speed

28

└ Man Speed

28

Melee Attack

18

Melee Defence

28

Weapon Strength

28

├ Melee Weapon

wh_main_dwf_axe

Base Weapon Damage

21

Armour-Piercing Weapon Damage

7

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

4

Ammunition

22

Range

160

Missile Strength

18

├ Missile Weapon

wh_main_dwf_crossbow

├ Projectile

wh_dwf_crossow_bolt

Base Missile Damage

18

Armour-Piercing Missile Damage

6

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

13

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Decent Melee Combatant
    Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.