Deck Gunners

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Deck Gunners
Wh2 dlc11 cst deck gunners.png
FactionVampire Coast
CategorySpecialist Missile Infantry
Unit size24
Icon treasury.png Cost (MP): 700 (700)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 200
Icon stat health.png Health: 108
Icon stat morale.png Leadership: 30
Icon stat speed.png Speed: 23
Icon stat attack.png Melee attack: 5
Icon stat defence.png Melee defence: 10
Icon stat charge bonus.png Charge Bonus: 1
Icon stat damage.png Weapon Damage: 16
Modifier icon armour piercing.png Armour-Piercing Damage: 2
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 7
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 37
Icon stat ammo.png Reload Time: 9.3
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 245
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Deck Gunners is a Vampire Coast missile infantry unit in Total War: Warhammer II. Zombie pirate crews love dragging a big gun into a fight, no matter how unwieldy it might be!

Description[edit | edit source]

Clunky, cumbersome, and with bone-shattering recoil, it takes the heftiest of crewmen to operate the mounted swivel guns commonly seen mounted on the decks of warships and pirate ships of the world’s seas. In the field, they are seldom used by the armies of the living, since very few mortals possess the strength and bravery required to carry and use a firearm which for all its destructive advantages, is prone to explosive failure due to imperfect castings or poorly mixed black powder. For the zombies of the Undead pirate hordes, however, the prerequisites of bodily strength and bravery are no hindrance, since the reanimated possess supernatural motor functions and mindlessly carry out the will of their masters. So it is not uncommon to see Deck Gunners of zombie pirate crews haul their massive volley guns into a land confrontation in two-zombie teams, frenziedly firing directly into crowds of ill-fated victims.

Abilities[edit | edit source]

  • 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.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Strategy[edit | edit source]

Click here to add a strategy!

Shieldbreaker (effect) on missile attacks.

Deck Gunners do excellent AP missile damage, but distinguish themselves from Handgunners more by their much greater range. This is crucial when fighting enemies like the High Elves who have many units that significantly out-range Handgunners and can shoot them pieces before they can return fire. Their biggest vulnerabilities are their low hp, minimal armour, and small weapons team sized number of models. They will get wiped out very quickly if not carefully protected and are a high priority target due to their damage output. In contrast while Handgunners are hardly the toughest unit, their high model count makes them much more resilient.