Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Dwarf Warriors
Wh main dwf warriors.png
Infantry axe.png
CategoryAxe Infantry
Unit size75
Icon treasury.png Cost (MP): 475 (450)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 118
Icon stat health.png Health: 78
Icon stat morale.png Leadership: 70
Icon stat speed.png Speed: 28
Icon stat attack.png Melee Attack: 22
Icon stat defence.png Melee Defence: 40
Icon stat charge bonus.png Charge Bonus: 12
Resistance magic.png Magic Resistance: 25

Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 7
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 30%
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Dwarf Warriors is a Dwarfs melee infantry unit in Total War: Warhammer. With axe in hand, Dwarf warriors lay into the front lines with unremitting violence.

Description[edit | edit source]

Dwarfs make formidable fighters - they are strong and extremely resilient, broad of shoulder and wide of girth. Although by no means quick, they are physically robust and can maintain a steady plodding pace, marching for days on end despite being loaded down by burdens and heavy mail. When they charge into battle, the momentum generated by their wide, armour-clad bodies is remarkable, hitting the foe with a resounding impact. They have broken many enemy battle lines this way, splintering Elven phalanxes, carving through Orc formations and hacking apart the great masses of Skaven that make up their verminous armies. Protected by their heavy mail, their skillful use of overlapping shield walls and, finally, by their own tough and obstinate nature, Dwarf individuals, units and armies as a whole seem able to absorb punishing blows that would cause other races to break and flee. With Dwarfs, such suffering only serves to make them angrier - and with beards bristling and hands clenched around axe hafts and mighty warhammers, the Dwarfs regroup to charge anew. Their feeble-limbed foes, too worn out and tired at the end to even lift their weapons, are slaughtered, save for those fast enough to flee the iron-shod and implacable advance of the Dwarves.

Abilities[edit | edit source]

  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.

Strategy[edit | edit source]

Click here to add a strategy!

Dwarf Warriors are exceeding tough for their cost and unless flanked or attacked with units with good AP damage it will take an inordinate amount of time and casualties to rout them. Their melee attack is nothing special, but is enough to cut through lesser units and generally win by outlasting them. They will hold the line against other heavily armor units, but they will not kill as many due to their limited AP damage. Using them instead of Longbeards is a good way to save money if you can make better use of it elsewhere. In the campaigns, Dwarf Lords have a 1st tier red skill that boosts their melee defense and extends their utility. Their charge defense vs. large makes them great at stopping cavalry, but high mass units like monstrous infantry, chariots, and single model monsters can literally send them flying and punch a hole in you line. Most of them will get back up cursing though and mob the attacker if they don't have some help to follow up their penetration. Dwarf missile units, Slayers, and artillery can also be directed at the breach to punish the attacker.