The most skilled warriors in a Dwarf Hold are the Hammerers. They are individuals from different units, and perhaps even Clans, who have proven themselves in uncountable battles, showing not just great strength and deadly martial prowess, but also steadfast loyalty and a bold and courageous nature. They are formed into a hard-hitting shock unit, a force capable of breaking enemy formations the way a heavy maulhammer crushes shale. Outfitted in heavy, well-polished Dwarf mail, Hammerers wade into combat wielding their great weapons. They swing their hammers in sweeping arcs, hitting their enemies with such vigour that only enchanted or hell-forged armour can withstand the force of their blows. With a cracking and crumping, the whirling hammerheads send up gory debris, as splintered shields, cracked bits of armour and even heads or limbs are thrown into the air by the sheer force of the impact. Dwarf battle lines have been known to cheer at the sight of the great hammers rising and falling around their King's banner, beating out a rhythmic noise that is not unlike the deep-booming industrial sounds made by the vast drop hammers found in the larger Dwarf forges.
↑Armour-Piercing: 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.
↑Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
↑Damage Dealer: This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
The Hammerers are exactly as their name suggests: they are the hammer to your stalwart formations' anvil. They are well armored, but their melee defense is actually inferior to Longbeard (Great Weapons) and they don't have charge defense vs. large. Their defining characteristic is their high melee attack and extremely high AP damage. Their charge is good by Dwarf standards, but it's more important to get them hitting the right target from the right angle then prepare a carefully set-up charge. Run them around flanks if the threat of cavalry has been cleared or through gaps in the lines and have them pivot and hit the most threatening and heavily armored enemy unit you can. Nothing except ethereal unis fare well in melee vs hammers, but some can hurt them pretty bad in return if they aren't being pinned by other Dwarf units.
Expect more casualties in your units of Hammerers compared to most Dwarf units, especially when auto-resolving battles. Fix the enemy in place with your defenders, and crush them between an anvil of Gromril and a hammer of... Hammerers! Dawi An Dreng!
This page was last edited on 14 November 2020, at 12:10.
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