Helblaster Volley Gun

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Helblaster Volley Gun
Wh main emp helblaster volley gun.png
Field gun.png
Overview
FactionEmpire
CategoryField Gun
Crew size33
Artillery pieces3
Recruitment
Icon treasury.png Cost (MP): 1200 (1150)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 300
Statistics
Icon stat health.png Health: 1089
Icon stat morale.png Leadership: 50
Icon stat speed.png Speed: 22
Icon stat attack.png Melee attack: 10
Icon stat defence.png Melee defence: 6
Icon stat charge bonus.png Charge Bonus: 5
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: 15
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 45
Icon stat ranged damage.png Shots per volley: 9
Icon stat ammo.png Reload Time: 9
Icon stat ammo.png Ammunition: 198
Icon stat range.png Range: 290
Protection
Icon stat armour.png
Armor:
15%
Attributes
  • Cant run.png Cannot Run: This unit cannot run and will only move at walking pace.

Helblaster Volley Gun is a Empire siege engine unit in Total War: Warhammer. Helblaster Guns eviscerate opposition from a distance with a ceaseless shower of black powder fire.

Description[edit | edit source]

The Helblaster Volley Gun is one of the most infamous black-powder weapons ever invented, its devastating firepower able to tear apart an entire regiment in a crackling volley of ear-splitting reports. The Helblaster Volley Gun is the lethal creation of the deranged Engineer, von Meinkopt, and the terrifying reputation of this weapon has spread to all corners of the Old World. Its nine separate barrels are divided into three 'decks' and are turned by the means of a central crank, which means that it can unleash devastating hails of shot that shred its unfortunate target in a firestorm of leaden death. The serious disadvantage of the Helblaster is that it is notoriously prone to jams, misfires and explosive malfunctions. As a result, Helblaster crews are a morbid lot who tend to be paired up with the Priests of Morr.

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!

It's extremely effective in its role[edit | edit source]

So, Every forum you go to online has someone whining about the helblaster volley gun, without fail.

These people are bad. That's all you need to know.

This gun is effective in single player and multiplayer, it just doesnt fit the traditional artillery role. It's not a super long range catapult or cannon. Its not designed for sniping. Its not supposed to force the enemy to come to you. In many ways, to use it effectively you need to think of it as the inverse of normal artillery- Its an oversized shotgun that will unload into enemy units at close range absolutely crushing them, it tears through armor and monstrous unit's HP, and will actually tell units to stay farther away from you than get closer. Its the only artillery that does better the closer the enemy gets. Its biggest effect is denial of area. You dont need to constantly find new targets to be hitting, if you keep the gun pointed one direction you dont want the enemy going in, they either wont or they'll pay heavily for it.

So how to use it? There are a few ways.

- Set it up behind your lines, then pull one of your units back to create a firing box. The volley gun excels at this role and will continue to fire out of the opening and rack up kills, and if not kills then heavy amounts of damage.

- Hide it in the woods with a unit of flagellants if you're expecting a unit to sneak through the woods. When they finally get sight of you you will be within firing distance, and some WILL go through the trees and hit them. if they try to charge in, get your flagellants in there and fire over their heads until they run off or you call in backup.

- Hide it for most of the MP battle and then wheel it out toward the end when it can obliterate low health enemies and crush their morale. -Hide or station ontop of hills so you have a great firing angle where it can light up the enemy frontlines. Preferably from the side.

- Face it toward your weak flank to keep units of cavalry from trying to come in, infantry trying to loop around back, etc.. They will not like what hits them when they try to run by.

Is it the easiest for everyone to use? No, of course not. Is it terrible? No, its as good as its user.