Helstorm Rocket Battery

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Helstorm Rocket Battery
Wh main emp helstorm rocket.png
Emp rocket battery.png
CategoryRocket Battery
Crew size33
Artillery pieces3
Icon treasury.png Cost (MP): 1200 (1100)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 300
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
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
Icon stat ranged damage.png Missile Damage: 30
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 70
Weapon damage.png Explosive Damage: 18
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 42
Icon stat ranged damage.png Shots per volley: 3
Icon stat ammo.png Reload Time: 15.3
Icon stat ammo.png Ammunition: 66
Icon stat range.png Range: 480
Icon stat armour.png
  • Cant run.png Cannot Run: This unit cannot run and will only move at walking pace.

Helstorm Rocket Battery is a Empire siege engine unit in Total War: Warhammer. An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal.

Description[edit | edit source]

The Helstorm Rocket Battery was inspired by a particularly impressive fireworks display. Early prototypes blew apart an entire floor of the Imperial Engineers School, but the soot-blackened Engineers persevered and succeeded in creating a deadly, if unpredictable, weapon. The shrieking rockets fired by this bizarre machine are wildly inaccurate weapons that have little chance of hitting anything other than (eventually) the ground. However, when these rockets do land on target, the results are devastating; entire regiments are blown apart by a series of earth-shaking explosions. After Elector Count Boris Todbringer was almost killed by an errant barrage, they were dubbed 'Helstorm' rockets after the colourful language used to reprimand the unfortunate crewmen.

Abilities[edit | edit source]

  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • 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.
  • Poor Accuracy: This unit's attacks are prone to go stray.

Strategy[edit | edit source]

Click here to add a strategy!

Helstorms are artillery meant for two things: harassing the enemy as they come to you and harassing rallying units returning to the field. This weapon has a very long range which you should use to its maximum. However, it is also very inaccurate, frequently missing targets by a large margin. It is designed to saturate an area with explosives rather than target a specific unit.

If using this unit, do not advance unless you must. Target this artillery in roughly the center of the enemy's most densely concentrated units (normally the center of their line, with their lord, missiles, and heavy infantry), especially where the greatest concentration of non-monstrous creatures is. Let fly! It is also very armor-piercing, meaning that you should target armored units. However, do NOT target enemy units within about 25 yards of your units; it is just as likely to hit them. Once the enemy begins to rout, instead of sending your cavalry out after them, you can have the Helstorms target them, saving your cavalry for the valuable hammer-and-anvil charges that the Empire thrives on.

Alternatively, send out a unit of Flagellants at the beginning of the battle once the enemy is about 200 yards away. The AI (and unskilled players) will frequently send at least a couple units of heavy infantry after them, forming an excellent target for Helstorms to shoot at.

Useful but needs to be babysat.[edit | edit source]

This artillery does a lot of work against advancing enemies, but once you send skirmishers out or they get within distance you need to take command of the unit to keep it firing at a far away target, like missile troops. Otherwise it could start firing into your front line, always causing far more casualties to you than the enemy.

If the enemy has absolutely no troops that arent in melee, either order a stop fire or target the ground (Alt-right click) about 10 yards behind your enemy's last soldier. This should help to compensate for the poor accuracy and make sure most of the shots either hit your enemy or go harmlessly past.