Zombie Pirate Gunnery Mob (Bombers)

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Zombie Pirate Gunnery Mob
Wh2 dlc11 cst zombie gunnery mob bombers.png
FactionVampire Coast
CategoryExplosives Infantry
Unit size120
Icon treasury.png Cost (MP): 400 (400)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 80
Icon stat health.png Health: 54
Icon stat morale.png Leadership: 30
Icon stat speed.png Speed: 23
Icon stat attack.png Melee attack: 12
Icon stat defence.png Melee defence: 6
Icon stat charge bonus.png Charge Bonus: 7
Icon stat damage.png Weapon Damage: 13
Modifier icon armour piercing.png Armour-Piercing Damage: 2
Icon stat speed.png Melee Interval: 4.4 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 1
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 0
Weapon damage.png Explosive Damage: 15
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 5
Icon stat ammo.png Reload Time: 9
Icon stat ammo.png Ammunition: 5
Icon stat range.png Range: 55
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Zombie Pirate Gunnery Mob (Bombers) is a Vampire Coast missile infantry unit in Total War: Warhammer II. Undead minions have no fear of blowing themselves up, making them ideal gunpowder-keg-launchers!

Description[edit | edit source]

Zombies are clumsy, drudge-like combatants, so more potent forms of magic are usually required to give them the dexterity required to operate firearms. Fortunately for seafaring Necromancers, all those who perish on the ocean are touched by the powerful magic of Galleon’s Graveyard – an oceanic realm of the Unliving that exists between the tangible and intangible worlds, sucking in the world’s shipwrecked vessels and the drowned corpses of their passengers and crews. The weapons of those reanimated from the depths may be rusted and sodden, but many zombies cling to the guns they held so dearly in life and use them with additional help from residual muscle memory. Wielding a shabby collection of black powder weapons long past their best, the Zombie Pirate Gunnery Mob appear to gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.

Abilities[edit | edit source]

  • Special Ranged Weapon: This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Strategy[edit | edit source]

Click here to add a strategy!

The bomber variant of gunnery mob comes close to being outclassed by the pistol variant and the rifle variant however the bombers have some benefits. First, they can throw their bombs up and over a front line of zombies, this allows them to rain their projectiles into the front line while guns will be obstructed. Their explosive damage against lightly armoured infantry is nothing to scoff at either and can allow your zombies to win some engagements. They do not have the most ammunition at 5 volleys, so a degree of thought may be advised when using them. As your Zombie Deckhand Mobs have very little armor, they are quite vulnerable to friendly fire from Bombers and you should consider the geometries before ordering your bombers to loose.