"These former marksmen and artillerymen are as obsessed with gunpowder in death as they were in life."
As most Necromancers know, it is notoriously difficult to get a reanimated minion to use a firearm with any level of effectiveness due to their limited dexterity. Some men are so adept in the use of their weaponry during their lifetimes, however, that the Winds of Magic imprint those skills upon them so they may also manifest after death. The rifle-wielding Gunnery Wights are examples of this phenomenon, carefully animated from the corpses of high-ranking marksmen and artillerymen to be as obsessed with gunpowder in death as they were in life. Most were skilled Mercenaries, part of the constant stream of brigands from the Empire, Kislev, and lawless places such the lands of the Border Princes, taking to the oceans in search of riches and adventure.
- ↑ 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.
- ↑ Ballistics Expert: This unit improves all nearby friendly missile units.
- ↑ Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
The Gunnery Wight is a Support unit with strong AP missile attacks. They also provide a supporting aura to nearby missile units and can replenish ammo on a targeted unit.
In Multiplayer, it is a viable strategy to bring two Wights on their Prometheans as they get less obstructed sniping while also being a tanky melee combatant. They also come with multiple charges of replenishing ammo, which is useful on low ammo units like artillery, or more specifically, Queen Bess.