
Slayers (Grudge Settlers)
Melee infantry· Dual Axe Infantry· Tier 2· 80 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Slayers (Grudge Settlers) are Dwarfs melee infantry: 8,640 HP across 80 models, armour 0, melee attack 38, melee defence 32, weapon strength 48. It costs 900 in the campaign and in multiplayer. Unit key wh_main_dwf_inf_slayers_grudge_reward. Patch 9.0.4, from the game's data tables.
Health
108 per model
8,640
Armour
shield blocks 30% of small-arms missiles from the front (not artillery)
0
Leadership
100
Speed
40
Melee attack
38
Melee defence
32
Weapon strength
32 base + 16 armour-piercing, +24 vs large
48
Charge bonus
26
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Slayer
This unit is a Slayer. Slayers can never have their Weapon Strength reduced during a battle.
- Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
Abilities
- Extremely Daring DeathblowAugment · +10 Melee Attack, +50% Armour-Piercing Weapon Damage…passiveExtremely Daring DeathblowAugment+10 Melee Attack+50% Armour-Piercing Weapon Damage+50% Base Weapon Damage+15% Physical ResistancePassiveIt's a crazy piece of acrobatics, for sure, but it might just work; if it does, the opponent has no chance.
Counters
Good against
- Large units — bonus vs large 24e.g. Rogue Idol, Dread Saurian, Khemric Titan · Dwarfs: Thunderbarge, Yoked Carnosaur
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Dwarfs: Doomseekers
- Heavy large units — infantry-sized, mass 160e.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 (7.05× faster), Skin Wolves (Armoured) (6.64× faster), Gorgers (3.85× faster)
Loses to, at a similar price: Infernal Guard (4.21× slower), Chaos Warriors of Nurgle (4.10× slower), Chaos Warriors (4.07× 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 900 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.