Handgunners

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Handgunners
Wh main emp handgunners.png
Missile infantry rifle.png
Overview
FactionEmpire
CategoryMissile Infantry
Unit size68
Recruitment
Icon treasury.png Cost (MP): 600 (600)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 150
Statistics
Icon stat health.png Health: 69
Icon stat morale.png Leadership: 50
Icon stat speed.png Speed: 33
Icon stat attack.png Melee attack: 16
Icon stat defence.png Melee defence: 17
Icon stat charge bonus.png Charge Bonus: 4
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
Ranged
Icon stat ranged damage.png Missile Damage: 5
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 17
Icon stat ammo.png Reload Time: 11.7
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 145
Protection
Icon stat armour.png
Armor:
15%
Attributes
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Handgunners is a Empire missile infantry unit in Total War: Warhammer. Volleys of withering fire reduce any would-be army to a riddled, desperate band.

Description[edit | edit source]

State troops are paid as full-time professional soldiers, ready to answer the call to arms at all times. In addition to forming a standing army to repel enemy attack, state troops also serve as city guards, the fire watch and the enforcers of the law. However, most of the time these soldiers spend their days drilling and training with various weapons to the barked instructions of grim-faced Sergeants and veteran Marksmen. Every state trains its regiments to fight together, providing each other with mutual protection on the battlefield. State regiments often march to battle with detachments of differently armed troops to aid them. These detachments form up close to their regimental units, where they guard vulnerable flanks and provide battlefield support, either by joining their regimental units in the bloody melee of close combat, or by showering oncoming enemies with missile fire. Swordsmen fight shoulder to shoulder with Spearmen, the close range parries and ripostes of swords complimenting the longer reach of the spear. Handgunners and Crossbowmen fell their foes with withering volleys of fire, but should a foe survive through such salvos, a detachment of Halberdiers will bravely intercept them, cutting them down with heavy bladed pole arms.

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.

Strategy[edit | edit source]

Click here to add a strategy!

Zones of Intensifying Fire. (Range Focused Army)[edit | edit source]

Handgunners are most effective when used in concert with heavy cavalry and artillery of varying assortments. Using various ranged units you can increase the intensity of fire upon the enemy. Remember, if you go for a majority munitions based army you will need a fast strike force to answer the enemy. This would be where heavy cavalry comes into play. As the enemy closes in, if the sheer might of your fire does not stop them then you must have your cavalry get involved.

Handgunners pierce armor and crush moral at a distance, but once approached by melee units they can be a sitting duck. Protect them with more mobile combat oriented units. Usually Rieksguard Kights or any heavy cavalry fills this role perfectly.

Rings of fire:

Your first ring should consist of heavy artillery, namely the Helstorm Rocket Battery and the Great Cannon. Both for area damage and anti-large. Your second ring should use Hell Blaster Volley Guns. Your third ring consists of Handgunners. If you can your fourth ring should consist of Handgunners or Crossbow Men. Depending on what you are trying to achieve.

Remember, army design is meant to maximize the punishment your enemy endures through sheer firepower. There are weaknesses, undead without a moral system are difficult to kill along with large hosts of Chaos Chosen. It is not perfect, and will need refinement but the four rings of fire preforms well. Have fun configuring your own armies and discovering how artillery, infantry, cavalry and magical units all work in concert.

Deploy handgunners in a line in front of pole arms and disable skirmish. When enemy troops charge too close, retreat the handgunners behind your last line of troops and then use them to flank on both sides and encircle.