Expert Charge Defence: When bracing, this unit negates the charge bonus of any attacker.
Vanguard Deployment: This unit can deploy outside the deployment zone.
Hide (forest): This unit can hide in forests until enemy units get too close.
Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
Norgrimlings Ironbreakers (Ironbreakers) is a Dwarfs melee infantry unit. Though they hail from Clan Norgrimling, the fealty of these Ironbreakers is sworn to the glory of the Dwarfs.
All Dwarfs reserve a special loathing for Skaven, but the Norgrimlings have more reason than most. A mining clan out of Karak Eight Peaks, it was not unusual for a Norgrimling to go decades or longer without seeing the sun. Based in the lower levels, it was their kin that suffered the brunt of the ratmen's invasion during their long siege of Karak Eight Peaks. The atrocities perpetrated by the Skaven when they finally broke into the deeps is part of a saga passed down by the survivors, told as a ‘coming of age’ tale to their young warriors. Now, scattered across many holds, some Norgrimlings still toil in the deep mines, but most seek to one day fight as Ironbreakers or Irondrakes. Although the clan was scattered for long ages, many have now gathered beneath the banner of King Belegar.
The Axes of Norr ironbreakers regiment were the most famous of the surviving Norgrimlings clan. Hollering their iconic warcry. 'Gand Dammaz, Az Baraz, Norgrimssons-za!' - which translates as 'Suffer the axe-promise, the Ancestors of Norr are upon you!' - they had fought by King Belegar's side since he returned to Karak Eight Peaks, winning renown at the East Gate. Led by then Borrik Norgrim, the Axes of Norr held off the greenskin onslaught long enough for the Citadel to be retaken. As veteran ironbreakers, they were well used to long shifts guarding vital passageways deep underground. They showed so much confidence in their unit that the back ranks often grabbed brief naps while standing upright, locked in place by tight tunnel confines and their own brethren.
↑Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
↓Can't Attack Air: Some ranged weapons, like grenade launchers, bombs or blasting charges, can't target airborne units.
↑Charge Defence Against All: When standing and bracing against a charge this unit will negate the enemy's charge bonus.
↑Special Ranged Weapon: This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
For holding your front line look no further - this unit is one of the heaviest anchors. With near 90 Melee defence, expert charge defence, shields, high armor, and the Dwarfs magic resistance, these warriors are most stalwart infantry in the game. They are also able to pack a punch with blasting charges, although ammunition is limited. Their melee attack is solid, but not stellar. Expect to outlast every other infantry in the game - even faced with armour piercing weapons, it takes a long time to whittle them down. Artillery fire can still deal heavy damage though, so be careful with positioning.