
Iron Hail Gunners
Missile infantry· Close-Quarters Missile Infantry· Tier 2· 90 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Iron Hail Gunners are Grand Cathay missile infantry: 6,210 HP across 90 models, armour 30, melee attack 16, melee defence 16, weapon strength 24, range 90 m, missile damage 2,908 per 10 s for the whole unit. It costs 500 in the campaign and in multiplayer. Unit key wh3_main_cth_inf_iron_hail_gunners_0. Patch 9.0.4, from the game's data tables.
Health
69 per model
6,210
Armour
30
Leadership
50
Speed
33
Melee attack
16
Melee defence
16
Weapon strength
21 base + 3 armour-piercing
24
Charge bonus
4
Ranged
Range
90 m
Ammunition
22
Missile damage
3 base + 11 AP, 3 projectiles per shot
14
Reload time
13 s
Damage per 10 s
32
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Yin
This unit counts as a Yin unit for the purpose of Battle Harmony proximity.
Abilities
- Battle Harmony: YinAugment · +4% Speed, +4 Leadership…passiveBattle Harmony: YinAugment+4% Speed+4 Leadership+12 Reload SkillEffect intensity increases by highest nearby Harmony multiplier on a unit.Activates when within 60 metres of a Yang unit.PassiveThere must be balance in all things: dark and light, moon and sun, female and male.
Upgrades
Bought with Unstable Experiments

Celestial Emperor Insignia
Celestial Emperor Insignia · 1 Unstable Experiments
- Armour: +20
- Melee defence: +6
- Reload time reduction: -10%

Desert Tigress Insignia
Desert Tigress Insignia · 1 Unstable Experiments
- Speed: -10%
- Missile strength: +10%
- Reload time reduction: +10%

Iron Dragon Insignia
Iron Dragon Insignia · 1 Unstable Experiments
- Attribute: Snipe
- Attribute: Unspottable
- Attribute: Stalk
Campaign only, from the game's tables (unit_upgrade_to_unit_groups, unit_purchasable_effects), patch 9.0.4. Costs are before skills and technologies that make upgrades cheaper.
Counters
Good against
- Heavily armoured units — 11 of 14 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Grand Cathay: Great Longma Riders, Terracotta Sentinel
- Lightly armoured units without shields — 2,908 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Grand Cathay: Peasant Long Spearmen, Tiger Warriors
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Grand Cathay: Fire Rain Rocket Battery, Celestial Dragon Crossbows
- Heavy large units — infantry-sized, mass 90e.g. Dread Maw, Thunderbarge, Steam Tank · Grand Cathay: Terracotta Sentinel, Zhangu War Drum
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Match-ups people search for: Iron Hail Gunners vs Crane Gunners
Who can field it
- Grand Cathay · The Northern Provinces
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.