Hammerfall High Shield Gun Corps

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Hand-picked and trained from numerous Rhulic riflemen, the High Shield Gun Corps are a war battalion from the dwarven fortress of Hammerfall. Like arrow slits in a citadel battlement, the Gun Corps' rifles jut out between the notched walls of shielded dwarves to blast away at anyone who can be brought to bear in the firing lane ahead of their unit.

The fortress of Hammerfall produces some of the most outstanding riflemen in all of Rhul, and the captains who graduate from that training are superb leaders. A client army lucky enough to hire a Gun Corps company led by one of these officers is assured of a mercenary troop that will perform flawlessly no matter the battlefield or enemy. In battle, the captain is accompanied by a standard bearer charged with carrying the company's standard, a device with inscriptions detailing the legal status of the company as well as its valorous deeds.

Basic Info

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Mercenary - This unit will work for Template:Crucible Guard mercenary, Template:Cygnar Mercenary, or Template:Khador Mercenary.

Abilities

Weapons

  • Leader, Grunts & Officer
    • Carbine - 10" range, POW 10 rifle.
    • Axe - 0.5" reach, P+S 9 axe.

Theme Forces

  • Other Factions


Thoughts on Hammerfall High Shield Gun Corps

File:HammerfallHighShieldGunCorpsCA.jpg
Command Attachment

Hammerfall High Shield Gun Corps in a Nutshell

The Hammerfall High Shield Gun Corps are the dwarven ranged unit. And they embody the slow armoured nature of the Rhulfolk. The Def 11, Arm 15 profile is pretty easy for most models to bypass, even with tough so they need to be in shield wall as often as possible.

With short range, low speed, mediocre RAT and average power they are more of a second wave clean up crew than their equivalents in other faction. As other models can move through them they are also quite good at delivering models with the same base size. Cheapness also brings a value of its own.

Thoughts on the Command Attachment

Only making the main unit slightly more expensive the CAs enhanced profile and minifeat makes the Highshields moderately dangerous for one turn but his order can't be used with shield guard and is difficult to utilise well on such a naturally slow unit with victim stats.

Combos & Synergies

  • General Ossrum buffs all dwarves. Snipe and his feat will make them out-range any other infantry choice for a turn, and make them extremely high armour.
  • Gorten - has solod ground, which with tough is great, his feat limits retaliation making it the perfect turn to go guns blazing. Being able to move through them is helpful when you have a small Ctrl.
  • Balthazar Bamfist - can grant them a bit of anti ranged protection while he hides behind them.
  • Gudrun2 - also grants ranged protection, combine with Bamfist and the Highshields are actually hard to shoot.
  • Stone Lord Guvul Godor - desperate pace helps polish their low speed. Returning dead models into shield wall can help them jam.

Drawbacks & Downsides

  • Dwarves are slow
  • May only be taken as faction models in Hammer Strike where only 1 caster does anything for them.
  • RAT 5 RNG 10 POW 10 leaves a big question as to what their target is
  • Anything charging them can shatter their shield wall

Tricks & Tips

  • Double time allows you to shoot then move behind cover or back out of charge range. It can be combined with aiming.


Other

Trivia

Other Theme Forces

Template:Cygnar merc unit themes Template:Khador merc unit themes Template:CG merc unit themes

Other Mercenary models

Template:Index Mercenaries

Rules Clarifications

Template:RC Unarmed Template:RC CRA Template:RC CMA Template:RC Coordinated Movement Template:RC Shield Wall

Template:RC Officer Template:RC Double Time Template:RC Guns Blazing Template:RC Standard Bearer Template:RC Take Up

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