||Great Axe Infantry|
|Charge Defence Against Large Foes|
This majestic helm has been worn by every Slayer King since the time of King Baragor!
There are few kinds of monsters that walk the world that Ungrim Ironfist has not slain in battle. Armed with the enormous Axe of Dargo, Ungrim deals death - carving a path of red ruin before him while singing songs of old in a booming voice. Atop his head is a bright orange crest that rises above a study horned helmet set with a golden crown. For Ungrim is both a Slayer and a king, more than likely the last of the line of Slayer Kings of Karak Kadrin. Although Ungrim cannot seek his death in Slayer fashion, he grows ever more restless, leading the throng of Karak Kadrin into countless battles. Inspired by his High King and seeking to avenge his slain son, Ungrim marches to war with the least provocation. It was Ungrim who slew the Dragon of Black Peak and who broke Queen Headtaker's siege of King Belegar's citadel in Karak Eight Peaks. The Slayer King has beaten Ogre mercenary Golgfag Maneater and held off a Chaos army in the Battle of High Pass. Most Dwarfs are amazed Ungrim has lived so long, and none think that a mighty death in battle can be very far away.
Seeking a mighty death - despite his kingly obligations - Ungrim recklessly carves a path of red ruin through foolish enemies.
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Such is the strength within this warrior that when they strike it is sure to be a deathblow!
When bracing, this unit negates the charge bonus of any large attacker.
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
This unit can hide in forests until enemy units get too close.
This unit does not suffer any form of leadership loss and will never rout.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Armoured units can block damage from any source apart from Armour-Piercing damage.
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||5528|
|Unit Group||Great Axe Infantry|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large||35|
|Bonus vs Infantry|
|Weapon AP Damage||285|
|Missile Block Chance||0|