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Zombie Pirate Gunnery Mob (Hand Cannons) is a Vampire Coast missile infantry unit in Total War: Warhammer II. Where marksmanship might be lacking, a more powerful firearm will usually suffice.

Description[]

Zombies are clumsy, drudge-like combatants, so more potent forms of magic are usually required to give them the dexterity required to operate firearms. Fortunately for seafaring Necromancers, all those who perish on the ocean are touched by the powerful magic of Galleon’s Graveyard – an oceanic realm of the Unliving that exists between the tangible and intangible worlds, sucking in the world’s shipwrecked vessels and the drowned corpses of their passengers and crews. The weapons of those reanimated from the depths may be rusted and sodden, but many zombies cling to the guns they held so dearly in life and use them with additional help from residual muscle memory. Wielding a shabby collection of black powder weapons long past their best, the Zombie Pirate Gunnery Mob appear to gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.

Abilities[]

  • Armour-Piercing Missiles: 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.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Strategy[]

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This is a niche unit that is generally not worth bringing or using with their short range shotguns. The pistol variant is cheaper and does relatively the same thing, while Handgunners offer armour piercing at a significant range. Because of their projectiles spread they are actually decent against large units as most of their projectiles will hit. Perhaps best used when you have locked a large unit in place and allowing the handcannons to shoot in.

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