Slayers

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Slayers
Wh main dwf slayers.png
Infantry axe.png
Overview
FactionDwarfs
CategoryAxe Infantry
Unit size60
Recruitment
Icon treasury.png Cost (MP): 900 (900)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 225
Buildings required:
Armoury
Statistics
Icon stat health.png Health: 108
Icon stat morale.png Leadership: 100
Icon stat speed.png Speed: 40
Icon stat attack.png Melee attack: 38
Icon stat defence.png Melee defence: 32
Icon stat charge bonus.png Charge Bonus: 26
Resistance magic.png Damage Resist Magic: 25


Weapons
Melee
Icon stat damage.png Weapon Damage: 32
Modifier icon armour piercing.png Armour-Piercing Damage: 16
Icon stat speed.png Melee Interval: 4.3 s
Modifier icon bonus vs large.png Bonus vs. Large: 24
Icon stat range.png Range: 1
Protection
Shielded units will block the following percentage of missile damage from the front Shield: 25%
Attributes
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Unbreakable.png Unbreakable: This unit does not suffer any form of Icon stat morale.pngleadership loss and will never rout.

Slayers is a Dwarfs melee infantry unit in Total War: Warhammer. Slayers are elite units with a thirst for death, fighting hard in melee until the enemy dies, or they do.

Description[edit | edit source]

Slayers are the strangest and most deadly of all Dwarfs. They are outlandish doom-seekers, individuals who have wholly dedicated the entire fibre of their being to the hardest and most destructive life of battle that they can find. They take the solemn and binding vow of the Slayer Cult, oaths which oblige them to forevermore seek death in battle at the hands of the most deadly enemy they can find. Next, Slayers shave their heads save for a solitary crest - a fearsome plume which they dye bright and stiffen so that it sticks out at alarming angles. Then they begin their quest for a glorious death, deliberately seeking out mighty targets to destroy such as Trolls, Ogres, or even Giants. In times of battle, Slayers arrive from the wilderness to join a throng, lending their considerable combat skills to the Dwarf cause. Many desperate wars have been won by the ferocity and sheer determination of the Slayers. Although they prefer to hew down towering monsters, at need, they will turn their axes to scything down any enemy. Even when bloodied and battered after a battle's end, they will pause only long enough to slake their thirst before beginning their deathquest anew.

Abilities[edit | edit source]

  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Deathblow: Slayers are unbreakable and always fight to the bitter end � sometimes even beyond that! Imminent death only makes them fight harder. When killed in melee, Slayers launch a final attack with their dying breaths.
  • Fast (for a Dwarf): While Dwarfs are generally not the most nimble inhabitants of the Old World, they can move surprisingly fast when not slowed by heavy armour.
  • Whirling Axes: Slayers are armed with two axes, deftly whirling them at high speed to deflect incoming missile fire.

Strategy[edit | edit source]

Click here to add a strategy!

Slayers provide the invaluable role of a hard counter to monsters and enemy cavalry to the Dwarfs with their bonus vs large units, high speed (comparatively) and unbreakable leadership. However due to their death wish they reject armor and are very exposed to any incoming damage. When using them as a guard to prevent flanking maneuvers, it is best to let a unit of Dwarf Warriors or Longbeards take the enemy charge and then charge in with the Slayers. Make sure they do not get focused by ranged fire as well. Although they will not break no matter how many losses they take and always fight to the last dwarf, letting your Slayers die unnecessarily should be avoided.

If you have a single unit of slayers to protect your artillery, you should keep around 1 full units space behind them, to avoid collateral fire from enemy artillery, if you have two or more, putting on on either side of the artillery flanks, this time half a unit width away, will be effective at defending them from cavalry charges, but to the slayers lack of Armour unit of dwarf warriors or longbeard great axes should absorb the charge, while then charging the slayers in for a simple but effective defence.

If you also intend to have missile units and a good amount of artillery, having at least two slayers, one for the artillery units, and the second to defend the missile units. The one defending the missile units should also be backed up by at least one unit of dwarf warriors, preferably two if you can afford it, the single dwarf warrior to absorb charges and the second, optional one to cover the other side of the missile line when the slayer is absent.