“ | A lust for treasure, obsession with danger, and affinity for rum has Slayer Pirates venture where few sailors willingly go. | „ |
Slayer Pirates is a Dwarfs missile infantry unit introduced in Total War: Warhammer III with Thrones of Decay.
Recruitment[]
Dwarfs
Unlocked with: Slayer Shrine or Slayer Shrine of Karak Kadrin
Masters of Innovation
Unlocked with: Slayer Shrine, Hardened Hull or Slayer Shrine of Karak Kadrin
Description[]
While any seafaring Slayer would claim some association with the infamous captain-turned-pirate of Barak Varr Long Drong – the most renowned Dwarf Slayer Pirate in history – some Slayers take to the seas simply because they consider it an easy means to glorious battles. After all, raiding the treasure hoards of notorious pirates and corsairs quickly earns enemies baying for one’s blood – what more can a Slayer ask for? Slayer Pirates are often seen joining the ranks of mercenary companies from Tilea to the Empire, yet in truth their mercenary work is just to keep them in the rum and blackpowder. Their true focus, which has them sail to all corners of the world, is fighting sea monsters!
Attributes[]
Close-Quarters Infantry
- ▲ Hybrid: This unit can perform well in both ranged combat and melee.
- ▲ Fast (for a Dwarf): While Dwarfs are generally not the most nimble inhabitants of the Old World, they can move surprisingly fast when not slowed by heavy armour.
- ▲ Deathblow: Slayers are unbreakable and always fight to the bitter end – sometimes even beyond that! Imminent death only makes them fight harder. When killed in melee, Slayers launch a final attack with their dying breaths.
- ▲ Fire Whilst Moving: This unit can fire while on the move.
Unit Abilities[]
Passive Abilities[]
Strategy[]
A decent hybrid unit that is most similar to Free Company Militia, Slayer Pirates punch holes into advancing enemies and then stand up for themselves when the lines meet as well. Don't imagine they can work like quasi-Thunderers for you in an extended battle - they have very limited ammo. Like all Slayers they have no armour and will die in droves in melee, but will hold the line to the bitter end - although unlike most Slayers they should not be pitted against heavily armoured foes, and they don't have an anti specialisation.
They make the most amount of sense in Malakai's campaign, since he can recruit them from his airship from Tier 2 with no other buildings required. In that context they make for excellent make-do units to fill out a stack until you're ready to push towards more elite options. They are also worthy of consideration with Ungrim if you're worried about flying units. For the other lords, a vulnerable jack-of-all-trades unit doesn't make a strong case for itself considering the other options that come online at Tier 3.
Gallery[]