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Centuries of shame in defeat shall be washed away ‘neath my hammer; Clan Angrund will rise again!

King Lunn Ironhammer is a Karaz-a-Karak Dwarfs Unique Hero unit introduced in Total War: Warhammer with The King and the Warlord, available only to the Clan Angrund Clan Angrund faction.

Description[ | ]

King Lunn Ironhammer was one of many Dwarf leaders who fought to protect the Karaks during the Time of Woes. Remembered as the last Dwarf king to hold sway over Eight Peaks before it was lost, he staunchly carried out his duties until the very end. With enemies closing in, King Lunn delayed his own throng’s retreat until he had successfully rune-sealed the Ancestor Tombs deep below the fortress, forever preventing any from entering, ensuring the continued sanctity of his Ancestors’ remains. Now, centuries later, Belegar has a powerful ally in his summoned forefathers’ ghost. With his help, Clan Angrund will surely succeed in honouring their vow to take back Eight Peaks once more - lest the shame of defeat will be carried down the Ironhammer bloodline forever!

Attributes[ | ]

  • Wh main dwf champion Melee Specialist
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Ethereal: Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Hero Actions[ | ]

Embed Hero[ | ]

  • Experience Training

Constant Local Effect[ | ]

  • Public order Spread Control

Target[ | ]

  • Settlement
  • Siege defence Assault Garrison
  • Hero
  • Subterfuge Assassinate
  • Army
  • Disaster Assault Units

Unit Abilities[ | ]

Active Abilities[ | ]

Passive Abilities[ | ]

Campaign only[ | ]

Item Abilities (Multiplayer)[ | ]

Talent Tree[ | ]

Strategy[ | ]

In campaign, one should always keep one or two ancestors in your army so they can tank the immense physical damage hordes of Greenskins can dish out. They also cause fear/terror which helps break enemies quicker.

By picking Clan Angrund in multiplayer, one gets access to his ghostly ancestors. While this is typically telegraphed, it can also catch some opponents off guard. These ancestor spirits are the only Dwarf unit capable of causing terror and fear on the battlefield (as well as being the only ethereal unit Dwarfs can field). As such they can provide a surprising amount of utility and a way of terror routing off low leadership factions like Greenskins or Beastmen.

However, they can be hard countered by direct damage spells like Spirit Leech, but your opponent has to invest a decent amount of Winds of Magic to fully wipe these heroes. As such, the ancestors provide a good source of terror, fear, and physical resistance, with the added benefit of stressing an opponent's Winds of Magic potentially.

Against Beastmen specifically, this is effective, as most Beastmen builds rely on the magics of a Beasts wizzard or Malagor summoning Manticores or Cygors respectively. If that magic is spent damaging the ancestors, they have less winds for other spells.

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