Clan Angrund

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Clan Angrund requires The King and the Warlord paid DLC to play as.

Clan Angrund
Clan Angrund.png
General data
TypeMajor Faction
RulerBelegar Ironhammer
CampaignsThe Old World
Mortal Empires
Required DLCThe King and the Warlord
Territory
Starting territory
Mortal Empires
Distinct features
Icon eight peaks dwf.png
Karak Eight Peaks
Reoccupy the fabled settlement to construct unique powerful buildings inside.
Bullet dwf angrund ancestors.png
Angrund Ancestors
Powerful, ghostly Ancestor Heroes to assist Belegar in reclaiming Karak Eight Peaks.
Character General Ability.png
Angrund Ancestry
Military spending.pngUpkeep: +50% until Karak Eight Peaks is captured

Morale.pngLeadership: +10 when laying siege
Agent.pngStarts with four Clan Angrund ancestor Heroes

Construction.pngUnique building chain available at Karak Eight Peaks

Clan Angrund is a playable faction of Dwarfs introduced in Total War: Warhammer. It is led by Belegar Ironhammer and can be found south of the Empire and east of Athel Loren.

Character General Ability.pngAngrund Ancestry[edit | edit source]

Karak Eight Peaks was once a Greathold, second only to the majesty and strength of Everpeak in the Karaz Ankor. It was ruled by Clan Angrund, whose Royal line can trace its Ancestry back to Grungni and Valaya, which makes the loss of Eight Peaks the most bitter of grudges for all Dwarfs. None feel it more so than the descendants of King Lunn, the last Dwarf to sit on its throne.

Since the fall of Karak Eight Peaks, Clan Angrund has scattered across the Karaz Ankor but retained significant sway simply because of its legacy. When Belegar Ironhammer, descended from King Lunn, rose to power he made great oaths - that he would not rest until the lost Hold had been reclaimed and he, its rightful heir, sat upon its throne. The High King, Thorgrim Grudgebearer, was initially skeptical - Ironhammer's expedition would not be the first to attempt such a feat. Karak Eight Peaks has notoriously been riddled with foes of all kinds ever since its fall. Currently, a particularly sneaky and cunning Night Goblin 'Warlord' rules the upper levels of Eight Peaks, one who has easily thwarted such quests in the past.

Yet two things work to Belegar's advantage. Skarsnik has problems of his own right now - problems of the mutinous kind - and Belegar has a will of iron, as a great leader who excels at subterranean warfare. It should be noted, though, that this is his fourth attempt to recapture his Ancestral fortress, to the great shame of all Dawi, living or dead. However, the Ironhammer will not easily be stopped. Finally, after decades spent fostering the support of Guilds and allies, and with the full support of the High King, Belegar gathers Clan Angrund at Karak Izor. Once more a throng of vengeful Dwarfs will set off under Ironhammer's command, to claim what is rightfully theirs!

Playstyle[edit | edit source]

  • Icon forge.pngThe Forge: Experts in binding the Winds of Magic to stone or metal, Dwarfs can forge magical items to improve their strength in battle.
  • Bullet icon grudges.pngGrudges: Scores against the Dwarfs must be settled by any and all means necessary to keep order.
  • Icon underway.pngThe Underway: Dwarfs can use the underground tunnels to avoid impassable terrain and enemy forces.
  • Bullet icon dwarf unit roster.pngRoster of heavily-armoured units with strong leadership and a variety of deadly war machines.

Background[edit | edit source]

The Throne of the Eight Peaks is mine, by right!

For many generations the Dwarfs prospered. But then their realm was riven by a chain of devastating earthquakes followed by sustained attacks by Greenskins and other vile foes. Thus the golden age of the Karaz Ankor ended.

As ever, the Dwarfs’ reason for existence is to take back what is rightfully theirs and right the many wrongs recorded in the Great Book of Grudges. One such grudge is against that fiendish Night Goblin, Skarsnik, who will dominate Karak Eight Peaks unless challenged.

As you might expect, Belegar Ironhammer – direct descendant of the legendary King Lunn – has taken this slight very personally indeed, and intends to set the record straight once and for all. In fact, so large a stain was the loss of Vala-Azril-Ungol upon the pride of Clan Angrund, that Belegar’s ancient Ancestors refuse to rest until they have done their part to aid him in reclaiming the pivotal fortress for Clan Angrund and wiping out every nasty little green git who dares stand in his way.

A tall order? Not really – Belegar has bolstered his army with a force of Rangers and some extremely serious hardware for smashing and bashing and flying his way to victory. That ought to do it, but if it doesn’t he’ll shave his beard off and join the Slayers! Mark Belegar’s words, o green tide, and mark them well; the Karaz Ankor will return, with Belegar Ironhammer at its vanguard!

Campaign[edit | edit source]

Belegar Ironhammer is a king in exile. Thrice before he has attempted to retake Karak Eight Peaks but been thwarted, his last expedition failing due to the machinations of a particularly-cunning Night Goblin Warlord. But now, after decades of preparation, he is ready to try once more. A call to Clan is sent and the throngs of Clan Angrund gather at the loyal Hold of Karak Izor, ready for battle.

Event Province Region Neutral.pngStarting Territory[edit | edit source]

Mortal Empires start position
Campaign Territory Region
Campaign Select Mortal Empires.png

Mortal Empires

The Vaults
  • Icon Marker Settlement.pngKarak Izor
The Old World

Event Commander Activity Neutral.pngLegendary Lords[edit | edit source]

Name Faction Effects Lord Effects Starting Units
Dwarf Ch Belegar.png

Belegar Ironhammer

Faction leader.pngAngrund Ancestry

Before the loss of the Eight Peaks, Belegar's Ancestors were the kings of the nigh-impregnable fortress for many generations. The Angrund Clan is seeped in centuries of military understanding and has a keen eye for the particulars of siege warfare.

  • Military spending.pngUpkeep: +50% until Karak Eight Peaks is captured
  • Morale.pngLeadership: +10 when laying siege
  • Agent.pngStarts with four Clan Angrund ancestor Heroes
  • Construction.pngUnique building chain available at Karak Eight Peaks
Trait Dwarf.pngTrue King of the Eight Peaks

"The Throne of the Eight Peaks is mine, by right!''

  • Attribute can siege.pngAttribute: Siege Attacker
  • Attribute guerrilla deploy.pngAttribute: Vanguard Deployment during Underway battles (all armies factionwide)
  • Morale.pngLeadership: +10 when fighting against Greenskins and Skaven (Icon Army.pngLord's army)
Unique Heroes

Units

Icon eight peaks dwf.pngKarak Eight Peaks[edit | edit source]

Karak Eight Peaks is a unique settlement which affects Clan Angrund in the campaign.

Karak Eight Peaks (Clan Angrund) Icon eight peaks dwf.png
Status Effects
Strategic Location.pngYou do not control Karak Eight Peaks Recapturing Karak Eight Peaks will be no easy task, that much is certain. Another certainty is that all those joining this undertaking will require great compensation.
  • Military spending.pngUpkeep: +50% until Karak Eight Peaks is captured
Strategic Location.pngYou are in control Karak Eight Peaks Karak Eight Peaks is safe in Dawi hands once more and King Belegar sits once more upon its throne. Even though much of the Hold is in a state of disrepair, Clan Angrund have at least begun to regain their former glory.
  • Experience.pngAn Oath Fulfilled
    • Belegar and his loyal followers have struck an Ancestral grudge from the great book and restored Clan Angrund to its former glory.
    • Army.pngLord recruit rank: +5 (factionwide)
    • Morale.pngLeadership: +10 when fighting against Greenskins (all armies)
    • Public order.pngPublic order: +4 (all provinces)
    • Experience.pngUnit experience gain per turn: +100 (all armies)

Karak Eight Peaks also offers a unique building chain for Clan Angrund.

Tier Building Type Cost Effects
Tier 3.png Dwarf eight peaks halls.png

Reinforced Citadel

Landmark Icon treasury.png5000

Icon hourglass.png1 Turn

With Karak Eight Peaks once again in honest Dwarf hands, making it unassailable is now a matter of the greatest import.
  • Public order.pngPublic order: +10
  • Defence.pngMelee Defence: +15 when under siege (local armies)
  • Siege defence.pngProvides garrison
Tier 4.png Dwarf eight peaks halls.png

Recovered Underhalls

Landmark Icon treasury.png10000

Icon hourglass.png1 Turn

The effort expended to create the great Underhalls is matched only by the blood spilled when taking them back.
  • Public order.pngPublic order: +10
  • Religion.pngUntainted: +4
  • Experience.pngRecruit rank: +2 for infantry units
  • Defence.pngMelee defence: +15 when under siege (local armies)
  • Siege defence.pngProvides garrison:
Tier 5.png Dwarf eight peaks halls.png

Ancestor Tombs

Landmark Icon treasury.png15000

Icon hourglass.png10 Turns

The long-hidden resting places of legendary Dwarfs contain ages-old weapons of great power.
  • Public order.pngPublic order: +10
  • Public order.pngPublic order: +2 in your adjacent provinces
  • Religion.pngUntainted: +4
  • Experience.pngRecruit rank: +4 for infantry units
  • Defence.pngMelee defence: +15 when under siege (local armies)
  • Ancestor weapons: Enables magical attacks for all units (all armies in this province and all adjacent provinces)
  • Siege defence.pngProvides garrison:

Bullet dwf angrund ancestors.pngAngrund Ancestors[edit | edit source]

Angrund Ancestors are ethereal unique hero units. In the campaign, Belegar starts with them and they are also playable in multiplayer and custom battles.

Event Mission Neutral.pngVictory Conditions[edit | edit source]

Dwarfs Victory

Short Campaign Victory WH1.pngShort Campaign Victory

  • Take back control of Clan Angrund's ancestral home:
Karak Eight Peaks
  • Ensure that the total severity of grudges in the Great Book of Grudges is no greater than 9.
  • Unite the following Dwarfholds either by direct ownership or through Treaty Vassal.pngvassals and Treaty Military Alliance.pngmilitary allies:
Karaz-a-Karak Barak Varr Varenka Hills Dringorackaz Kradtommen Misty Mountain Karak Azul Spitepeak Karak Hirn Mighdal Vongalbarak
Karak Izor Karak Kadrin Karak Norn Fester Spike Karak Ziflin Blackstone Post Karag Dromar Cragmere Zhufbar
Grimgor's 'Ardboyz.pngGrimgor's 'Ardboyz Crooked Moon.pngCrooked Moon The Bloody Handz.pngThe Bloody Handz Wh dlc06 grn crooked moon rebels crest.pngCrooked Moon Mutinous Gits
Couronne Altdorf Castle Drakenhof The Oak of Ages Miragliano Skavenblight Kislev Hell Pit Karaz-a-Karak Karak Eight Peaks Black Crag
Lahmia Khemri Itza Hexoatl Naggarond Lothern Gaen Vale The Awakening The Galleon's Graveyard Sartosa

Long Campaign Victory WH1.pngLong Campaign Victory

Same as the short campaign victory but with the following additions:

  • Ensure that there are no active grudges in the Great Book of Grudges.
  • Unite the following Dwarfholds either by direct ownership or through Treaty Vassal.pngvassals and Treaty Military Alliance.pngmilitary allies:
Kraka Drak Khazid Bordkarag Sjoktraken
Clan Mors.pngClan Mors
Red Eye Mountain Mount Gunbad Black Crag Ekrund Karak Eight Peaks Karak Azgal Galbaraz

Diplomacy[edit | edit source]

Event Diplomacy Neutral.pngDiplomatic Traits[edit | edit source]

When controlled by the AI, Clan Angrund has the following diplomatic traits:

  • Reliable - What is agreed is set in stone. It is highly unlikely that this one will break a treaty or go back on an agreement.
  • Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights and wrongdoings in great volumes.

Event General News Neutral.pngStarting Treaties[edit | edit source]

Clan Angrund starts with the following treaties already in effect:

Strategy[edit | edit source]

  • Clan Angrund's campaign can be considered to be one of the hardest campaigns overall. That being said, some foresight can go a long way to making that challenge easier. Upon starting a new campaign, take out the two Greenskin groups to the Southwest and East of the start. This will give an extremely safe opening position, as Tilea and Estalia will hold off the Beastmen and Skaven for a time. Continue to build your forces and work your way east to Karak Eight Peaks. In spite of the large disadvantage you begin with, the Ethereal Heroes you have gives Belegar a surprisingly powerful opening army, capable of taking out most enemies in a head-to-head fight. Because of their physical resistance, they can absorb high amounts of damage. They also cause terror, which is very pertinent against low leadership Greenskins. Use your heroes to block most of the enemy infantry while your ranged units rain down upon them.
  • Crooked Moon and Crooked Moon Mutinous Gits will send armies against you whenever they can, so it is a good idea to eliminate Skarsnik as soon as you have consolidated your starting province. This removes one threat, and gives you some more breathing room to focus on infrastructure.
  • While deep into Greenskin territory, there's little point in colonizing the territories you conquer, as the Orcs will reclaim them behind you. Sack or Raze them instead, until you get close to Karak Eight Peaks. Once close, take over a nearby territory and heal/replace your forces as required. Then, when ready, take on the Karak. Once it's under your control, you can look in to a second (possibly third) army, and can turn your attention to the rest of the Greenskins nearby, as you'll likely have a number of grudges to clear. From then on out, they play no different than any other Dwarfs.
  • As of Warhammer II, Belegar is further surrounded with Ikit Claw in Skavenblight and Aranessa in Sartosa. One of them will likely wipe out Tilea and pose a threat to your back. War with the two of them is almost inevitable, but should be prolonged as long as possible. Be wary of these two powerful factions pulling you further west away from your goal at Karak Eight Peaks.
  • Another tip is to consider disbanding the Hammerers Belegar starts with. Their upkeep is crippling in the early game.
  • It is wise as well to level Belegar towards Lightning Strike as soon as possible, it can prove to be useful in fighting the numerous stacks of Greenskins around Karak Eight Peaks. Further, having a unit of artillery when you make the move towards the Karak allows you to initiate the siege instantly, useful if you catch the Karak undefended.