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Grand Cathay · Shooting · 96 points each

Iron Hail Gunners vs Crane Gunners: Which Is Better in The Old World?

Iron Hail Gunners vs Crane Gunners comes down to range. For consistent long-range support, Crane Gunners were the safer pick in our scripted tests; Iron Hails caused more wounds per volley inside 12 inches against several targets and give you mobile, march-and-shoot harassment.

By DaveUpdated 2026-10-282026 Rules & ErrataHow I test

Quick answer: it depends on range, armour and how the game unfolds.

Iron Hails win the single volley. At 12 inches, 8 Iron Hails out-shot 6 Crane teams into Clanrats (3.33 wounds against 2.52), Knights and Ogres.

Crane Gunners win the game-length test. Starting 24 inches apart, Cranes did more over five scripted turns against all five enemies, because a 36-inch gun starts shooting on turn one.

Against armour and Toughness Cranes pull ahead even in a single volley: into Ironbreakers they did 1.18 wounds against 0.92.

How many simulations I ran

I ran 10,000 trials for every matchup in this comparison: single volleys at fixed range against five real enemy units and five generic target types, plus scripted five-turn approaches. Across all three Cathay shooting units that came to 1,350,000 single volleys and 2,850,000 scripted scenarios. These were the results.

These are 10,000 trials per matchup, not 10,000 games. The fixed-range test gives every model a clear shot, and the five-turn approach follows a script: the enemy walks straight in, nobody charges and nobody shoots back. Small gaps, like the one into Chaos Warriors, are effectively a tie.

Iron Hail Gunners vs Crane Gunners at a glance

Iron Hail GunnersCrane Gunner teams
Unit tested8 models, 96 pts6 teams, 96 pts
Weapon12", S3, AP −1, Multiple Shots (D3), Move & Shoot36", S6, AP −2, Armour Bane (2), Cumbersome, Move or Shoot
FormationOpen Order, SkirmishersOpen Order, 2 wounds per team, tower shields
RoleMobile close-range pressureLong-range fire into armour
Best single volleyClanrats, Ogres, KnightsIronbreakers
Five-turn approachFewer chances to shootMore wounds against all five enemies

How the two guns work

An Iron Hail gunner rolls a D3 for the number of shots, then rolls To Hit for each shot separately. The gun ignores the usual To Hit penalties for long range, for firing Multiple Shots and for Stand & Shoot, which is why Iron Hails stay so accurate at 12 inches. They still take the normal penalty for moving and shooting. Do not confuse this with the optional gunpowder bombs, which turn one successful hit into D3 hits: that is a different weapon, and I left it out.

A Crane team fires one Strength 6, AP −2 shot at 36 inches, and Armour Bane (2) makes a natural 6 To Wound even harder to save. The catch is Move or Shoot: a Crane team that moves cannot fire that turn, and Cumbersome rules out Stand & Shoot. Crane teams are not immobile, but every move costs a volley.

I tested 8 Iron Hails and 6 Crane teams because both cost 96 points, with no command, upgrades, characters or magic. Profiles come from Arcane Journal: The Breaching of the Great Bastion, pages 46–47, with the core rules and FAQs current as of July 2026.

One volley at 12 inches

Put both units 12 inches from the target, give every model a clear shot, and fire once. Iron Hails pour out roughly 16 shots, and against lightly armoured targets that volume wins.

Iron Hails vs Crane Gunners: average unsaved wounds from one volley at 12 inches, by enemy 0 1 2 3 4 Clanrats Clanrats, Iron Hails: 3.3 wounds 3.33Clanrats, Crane Gunners: 2.5 wounds 2.52 Ironbreakers Ironbreakers, Iron Hails: 0.9 wounds 0.92Ironbreakers, Crane Gunners: 1.2 wounds 1.18 Knights of the Realm Knights of the Realm, Iron Hails: 1.7 wounds 1.68Knights of the Realm, Crane Gunners: 1.2 wounds 1.24 Chaos Warriors Chaos Warriors, Iron Hails: 1.5 wounds 1.50Chaos Warriors, Crane Gunners: 1.4 wounds 1.45 Ogre Bulls Ogre Bulls, Iron Hails: 2.7 wounds 2.69Ogre Bulls, Crane Gunners: 2.0 wounds 2.02
Average unsaved wounds per volley at 12 inches, stationary and unobstructed. 10,000 trials per bar. Wounds, not models: Ogre Bulls have 3 wounds each.

One volley at 12 inches: average unsaved wounds n = 10,000 trials per cell

EnemyIron HailsCrane GunnersIron Hails: any woundCranes: any wound
Clanrats3.332.5297%96%
Ironbreakers0.921.1861%73%
Knights of the Realm1.681.2482%75%
Chaos Warriors1.501.4579%81%
Ogre Bulls2.692.0294%91%

Five turns, starting 24 inches apart

A single volley flatters Iron Hails, because it hands them a target already inside 12 inches. So we also scripted a five-turn approach. Each turn the shooters act, then the enemy walks straight forward at its normal speed. The Crane teams stand still and fire every turn the target is in range; the Iron Hails move up to stop about 11.5 inches away and fire on the move.

Iron Hails vs Crane Gunners: average total unsaved wounds over a scripted five-turn approach from 24 inches 0 4 8 Clanrats Clanrats, Iron Hails: 10.0 wounds 10.05Clanrats, Crane Gunners: 10.9 wounds 10.86 Ironbreakers Ironbreakers, Iron Hails: 3.4 wounds 3.41Ironbreakers, Crane Gunners: 5.1 wounds 5.13 Knights of the Realm Knights of the Realm, Iron Hails: 1.6 wounds 1.64Knights of the Realm, Crane Gunners: 3.3 wounds 3.25 Chaos Warriors Chaos Warriors, Iron Hails: 3.9 wounds 3.93Chaos Warriors, Crane Gunners: 6.3 wounds 6.31 Ogre Bulls Ogre Bulls, Iron Hails: 5.3 wounds 5.33Ogre Bulls, Crane Gunners: 7.3 wounds 7.33
Scripted approach, no charges or return fire. Average cumulative unsaved wounds over five turns, starting 24 inches apart. 10,000 trials per bar.

Five-turn scripted approach from 24 inches: average total unsaved wounds n = 10,000 trials per cell

EnemyIron HailsVolleysCrane GunnersVolleys
Clanrats10.05310.865
Ironbreakers3.4145.135
Knights of the Realm1.6413.253
Chaos Warriors3.9336.315
Ogre Bulls5.3327.334

The volley count explains almost everything. Cranes fired on every turn the target stood within 36 inches, so they got three to five volleys. Iron Hails only fired once inside 12 inches, and fast enemies closed that gap quickly: against 8-inch Knights they got a single volley. Treat this as a scripted approach, not a battle. A different starting distance changes the Iron Hail volley count, and a real player would position them far more carefully than our script does.

Matchup by matchup

Clanrats

The best Iron Hail target. Shot volume against a 5+ save gave them 3.33 wounds a volley against 2.52 for Cranes, and over five turns the two finished almost level (10.05 against 10.86).

Ironbreakers

The clearest Crane win. Gromril armour rerolls failed saves of 1, and the 6+ ward catches more, so Strength 3 shots bounce. Cranes did more in one volley (1.18 against 0.92) and roughly half as much again over five turns.

Knights of the Realm

I assumed the Knights had the Blessing, a 6+ ward that improves to 5+ against Strength 5 or more, which takes some shine off the crane guns. Iron Hails did more in one volley, but the Knights’ speed meant Iron Hails rarely got a second shot, and Cranes did about twice as much over the approach.

Chaos Warriors

With heavy armour, shields and a 6+ ward, the single volley was a tie: 1.50 for Iron Hails and 1.45 for Cranes. Slow Warriors gave Cranes five volleys over the approach, and that decided it.

Ogre Bulls

Iron Hails did more per volley (2.69 against 2.02), but remember these are wounds, not Ogres: three wounds remove one Bull, so a volley rarely kills more than one. Over five turns Cranes did more, again because they shot more often.

Moving, marching and the real risk to Iron Hails

We also ran a generic test against a T3, 5+ target that started 30 inches away and advanced 4 inches a turn for five turns. Iron Hails that walked, marched or moved cautiously all finished on almost exactly the same damage, about 8.86 wounds from 3 volleys. Marching earlier did not buy an extra volley. Stationary Cranes did 10.01 from 5 volleys. Against a faster 6-inch enemy the gap grew: Cranes 10.81, Iron Hails about 6.63.

The bigger issue is where Iron Hails end up. To shoot, they have to stand within 12 inches of the enemy, and that is charge range for most units. In our separate exploratory tests with return fire and charges, Iron Hails ended up in combat in the large majority of runs, while Cranes starting 30 inches or more away never did. Their Stand & Shoot without the usual penalty helps, and in those tests it regularly put a few more wounds on the chargers, but I would not read those runs as precise survival odds.

When I would take each one

These are my hypotheses from the data, not tested army lists.

A note on Battle March

Battle March games last five turns on a smaller table, which is exactly why we scripted five-turn approaches. A smaller table helps Iron Hails reach range sooner, but it also brings the enemy to them sooner. I love Battle March, and I think both units have a place in it; Cranes simply give you more reliable shooting from turn one.

How we tested

For Peasant Levy archers alongside both units, read my Grand Cathay shooting units compared guide. You can also see how both guns did in my Old World shooting units table, on the Iron Hail Gunners and Crane Gunners pages, and the rest of my Grand Cathay units.

My conclusion

Based on these results, I would use Crane Gunners for steady long-range fire into armour and tough targets, and Iron Hails for fast, close-range pressure on lighter infantry… not Iron Hails as a gunline that waits for the enemy, and not Crane Gunners anywhere they have to move every turn.

FAQs

Can Iron Hail Gunners stand and shoot?

Yes, and they ignore the usual Stand & Shoot To Hit penalty. In our return-fire tests that defensive volley regularly added a few wounds to the unit charging them.

Can Iron Hail Gunners march and shoot?

Yes. Move & Shoot lets them fire after marching, but they still take the normal penalty for moving and shooting. Only the long range, Multiple Shots and Stand & Shoot penalties go away.

Can Crane Gunners move and shoot?

No. Crane guns are Move or Shoot, so the teams can move, but then the guns stay silent that turn. They also cannot Stand & Shoot, because the guns are Cumbersome.

Which is better against Knights, Iron Hails or Crane Gunners?

It depends on the range. In a single 12-inch volley, Iron Hails did more (1.68 wounds against 1.24). Over a scripted five-turn approach from 24 inches, Crane Gunners did about twice as much (3.25 against 1.64), because fast Knights gave the Iron Hails very few chances to shoot.

Do Crane Gunners have shields?

Yes, tower shields, which greatly improve their armour against attacks from the front. They do nothing against the flank or rear, so I keep Crane teams facing the threat.