Hammer of the Witches (Great Cannon)

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Hammer of the Witches
Wh dlc04 emp hammer witches.png
Cannon.png
Overview
FactionEmpire
CategorySiege Artillery
Crew size33
Artillery pieces3
Recruitment
Icon treasury.png Cost (MP): 1100 (1100)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 275
Statistics
Icon stat health.png Health: 1089
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 20
Icon stat attack.png Melee attack: 13
Icon stat defence.png Melee defence: 10
Icon stat charge bonus.png Charge Bonus: 5
Resistance physical.png Damage Resist Physical: 25


Weapons
Melee
Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 3
Icon stat speed.png Melee Interval: 4.3 s
Protection
Icon stat armour.png
Armor:
15%
Attributes
  • Cant run.png Cannot Run: This unit cannot run and will only move at walking pace.

Hammer of the Witches (Great Cannon) is a Empire artillery unit in Total War: Warhammer II. The Hammer of the Witches, fired with righteous purpose, smites evil with thunderous, armour-shattering blasts.

Description[edit | edit source]

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.

Abilities[edit | edit source]

  • 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.
  • 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.
  • 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.

Strategy[edit | edit source]

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