Wildwood Rangers
Agile and deadly in melee - an excellent first-response to impending threats.Athel Loren is not a safe place, even for the Elves. Even now, thousands of years on from the first Great Council, there are those forest spirits who resent the Elves' presence, and visit upon them whatever cruelties are in their power. Banished to the sinister south-eastern corner of Athel Loren known as the Wildwood, these dark spirits rail against the Waystone fence that confines them and dream darkly of revenge on those who have occupied their home. The task of guarding the border between this shadowy prison and the rest of Athel Loren falls to the Wildwood Rangers. Theirs is an existence thoroughly at odds with the gaiety and splendour known by other Wood Elves, for just as the creatures of the Wildwood do not rest, nor can those who have sworn to keep them trammelled. The waystone fence is ever under attack, and it suffers disruption more often than any care to contemplate. Any breach, however small, brings with it the risk of carnage as the dark spirits slip loose from their bonds and wreak all manner of havoc in the forest beyond. The Rangers converge on such breaches within moments of their formation, holding back the tide of dark spirits long enough for Spellweavers to make the waystone barriers whole once again. Thus must the Rangers be ever-vigilant, so that their kinsfolk need not live in fear.
Unit Name Wildwood Rangers |
Main Unit Key wh_dlc05_wef_inf_wildwood_rangers_0 |
Land Unit Key wh_dlc05_wef_inf_wildwood_rangers_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Glaive Infantry |
Naval Unit Group Glaive Infantry |
Soldiers 100 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 900 |
Recruitment Cost 1000 |
Upkeep Cost 225 |
Melee Attack 48 |
36 |
├ Melee Weapon wh_dlc05_wef_greatsword |
├ Melee Damage Base 9 |
├ Melee Damage Ap 27 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 22 |
36 |
├ Base Defence 36 |
├ Shield none |
└ Shield Defence 0 |
40 |
├ Armour wh2_main_chainmail_40 |
├ Armour Defence 40 |
└ Shield Armour 0 |
84 |
├ Man Entity wh_dlc05_wef_inf_wildwood_rangers_blood_dismembers |
├ Man Speed 38 |
├ Man Health 8 |
└ Bonus Hit Points 76 |
Leadership (Base Morale) 80 |
Abilities
- Guardians of the Wildwood
The minds of these warriors are turned over entirely to the defence of the Wildwood; nothing else affects them.
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Woodsman
This unit can pass through trees. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
Strengths & Weaknesses
- Forest Stalker
Wood Elf units gain accuracy benefits when fighting in forests. - Armour-Piercing
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. - Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Requires Buildings | |
---|---|
Lv. 0 |
Forest Lookout
(wh_dlc05_wef_melee_3) Level 2
Temple of Ereth Khial
(wh_dlc05_wef_temple_ereth_khial_1) Level 0 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |