Miners (Blasting Charges) - Unit | Total War: WARHAMMER II Database Miners (Blasting Charges) - Unit | Total War: WARHAMMER II Database

Miners (Blasting Charges)

ID: wh_main_dwf_inf_miners_1

Unit

Miners (Blasting Charges)
Pickaxe Infantry
100 425 106
Armoured
Armour-Piercing
Special Ranged Weapon
Good Against Gates
7,600
Armour 80
Leadership 68
Speed 28
Melee Attack 20
Melee Defence 18
Weapon Strength 22
Charge Bonus 6
Ammunition 1
Range 55
Missile Strength 11

About

Unit Description

The pickaxe is not the mightiest Dwarfen weapon, but explosives even things out somewhat.

Historical Description

When Dwarfs march to war, many mining Clans form regiments to join the battle. As a point of pride, they do not bear axes, but instead wield the same heavy two-handed mining picks and mattocks they use to laboriously carve out tunnels. As it turns out, these well-balanced and sturdily-made tools work equally well whether digging in to bedrock or hacking apart Goblins. Because tunnelling in the deeps is dangerous work, Miners constantly wear heavy armour and helms. Down the ages, this mail has served to protect them against rockfall and cave-ins as well as turning aside such attacks as Elf arrows or rusty Skaven blades. The longer and more established a Dwarf mine is, the more likely it is to be augmented with mechanical contrivances. Great steam engines draw in fresh air or haul chains to tow wagonloads of rock out of the depths. Some Miners even take to war with a few of their 'gadgets', such as blasting charges or a steam drill to aid in tunnelling under the enemy battle lines quickly. While the most conservative Dwarfs still grumble about these newer generations, stoutly wielding a pick to carve through a foe and winning the battle go a long way to aiding acceptance.

Attributes

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Armour-Piercing

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

Armoured units can block damage from any source apart from Armour-Piercing damage.

Good Against Gates

This unit is quicker than most when it comes to smashing through gates with their melee weapons.

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 2.80
Acceleration 4.00
Deceleration 4.50
Charge Speed 3.70
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.30
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 20
Melee Defence 18
Charge Bonus 6
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 7
Morale 68
Bonus Hit Points 68
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Pickaxe Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 425
Upkeep Cost 106
Unit Size 100
Melee CP 325
Missile CP 100

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 5
Weapon AP Damage 17
Building Damage 20
Missile Weapon
Projectile Number 1
Effective Range 55
Minimum Range 7
Marksmanship Bonus 10
Projectile Spread
Damage 1
Armor-Piercing Damage
Base Reload Time 9
Armour
Armour Value 80
Shield
Missile Block Chance 0