Total War: WARHAMMER Wiki

A compact, heavily-constructed repeating handgun, the Fireglaive also incorporates a single-edged chopping blade, with which the Infernal Guard cut a literal swathe through the foe.

Infernal Guard (Fireglaives) are a Chaos Dwarfs missile infantry unit introduced in Total War: Warhammer III with Forge of the Chaos Dwarfs. With the release of Thrones of Decay, they can also be recruited by The Maggot Host through the Tamurkhan’s Chieftains mechanic.

Recruitment[]

Description[]

The Infernal Guard as it is known, is amongst the most legendary warrior-cult within the Chaos Dwarf Empire, having the sworn task of defending the citadel to the death from any that would assail it, and to carry out the will of the Lord of the Black Fortress without question. The Infernal Guard's ranks are made up from Chaos Dwarfs to whom some stain of dishonour or failure has been attached, an occurrence which in their unforgiving society can result from merely being close kin to a failed battle commander, knowing defeat under the eyes of a Sorcerer-Prophet, presiding over labourers who have revolted or a furnace that has exploded through overuse.

Attributes[]

  • Hybrid Missile Infantry
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Decent Melee Combatant: Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Flaming Attacks: This unit inflicts flaming attacks. Units hit by flaming attack heal at half the usual rate whilst 'on fire' and sustain additional damage if vulnurable to fire.

Strategy[]

While Chaos Dwarf war machines are able to absolutely annihilate enemy infantry and cavalry formations, they generally struggle to take down larger foes. Even the Deathshrieker Rocket Launcher can be a pretty swingy piece that is not very effective against monsterous infantry and cavalry.

Infernal Guards with Fireglaives will fill that job pretty well. Put them behind your own units to shoot over their head against monsters or place them behind gaps in your formation to shoot between. Their shots are armour piercing and will do damage to infantry and large foes alike. Their attacks do fire damage, so consider bringing a Fire or Hashut caster to amplify their damage with Kindleflame or Ash Storm.

While advertised as an anti large melee unit, it is still recommended to use them as a ranged unit. It is not worth their cost to deliberately engage them in melee, and will be outperformed by cheaper Infernal Guard (Great Weapons) against all enemies due to higher base stats. The tight formation and high cost of this unit makes it a prime target for enemy ranged attacks and magic, against which this unit has very little protection. Stay well away and bring in this unit late, if need be.

As a pure ranged unit they can be hard to recommend over the already excellent, cheaper Chaos Dwarf Blunderbusses, though they are far less vulnerable to enemy cavalry than their counterparts due to their Anti-Large and Charge Defence vs Large. As Chaos Dwarf unit caps make spamming the same unit prohibitively expensive in campaign, consider deploying an army with Fireglaives instead of Blunderbusses anywhere you expect to encounter significant amounts of cavalry, such as Bretonnia.