
Longbeards (Great Weapons – Grudge Settlers)
Melee infantry· Great Axe Infantry· Tier 2· 100 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Longbeards (Great Weapons – Grudge Settlers) are Dwarfs melee infantry: 8,600 HP across 100 models, armour 100, melee attack 30, melee defence 38, weapon strength 36. It costs 750 in the campaign and in multiplayer. Unit key wh_main_dwf_inf_longbeards_1_grudge_reward. Patch 9.0.4, from the game's data tables.
Health
86 per model
8,600
Armour
100
Leadership
80
Speed
26
Melee attack
30
Melee defence
38
Weapon strength
10 base + 26 armour-piercing
36
Charge bonus
18
Attributes
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).
Abilities
- GuardianWard Save (Area) · +15% Physical ResistancepassiveGuardianWard Save (Area)+15% Physical ResistancePassive · Range 35 mIn the midst of a bloodbath it's good to know that someone has your back.
Counters
Good against
- Heavily armoured units — 26 of 36 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Dwarfs: Ironbreakers, Irondrakes
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Dwarfs: Doomseekers
- Armour-piercing — armour 100e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Dwarfs: Yoked Carnosaur, Thunderbarge
- Heavy large units — infantry-sized, mass 200e.g. Dread Maw, Steam Tank, Thundertusk · Dwarfs: Thunderbarge, Yoked Carnosaur
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
Beats, at a similar price: Skin Wolves (8.56× faster), Warp-Grinders (7.09× faster), Forsaken of Nurgle (3.13× faster)
Loses to, at a similar price: Greatswords (1.62× slower), Foot Squires (1.45× slower), Infernal Guard (1.38× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 750 multiplayer gold.
Who can field it
- Dwarfs · Karaz-a-Karak · extended roster
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.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
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.