Wardens of Cythral (Wildwood Rangers)
Centuries of defending the forest against the malevolent spirits of the Wildwood has gifted them an unparalleled vigilance.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 Wardens of Cythral (Wildwood Rangers) |
Main Unit Key wh_pro04_wef_inf_wildwood_rangers_ror_0 |
Land Unit Key wh_pro04_wef_inf_wildwood_rangers_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Spear Infantry |
Naval Unit Group Spear Infantry |
Soldiers 100 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 1200 |
Recruitment Cost 1300 |
Upkeep Cost 325 |
Melee Attack 59 |
33 |
├ Melee Weapon wh_pro04_wef_asrai_spear |
├ Melee Damage Base 6 |
├ Melee Damage Ap 27 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 15 |
└ Bonus vs Infantry 0 |
Charge Bonus 12 |
45 |
├ Base Defence 45 |
├ Shield wh_missile_block_55_metal |
└ Shield Defence 0 |
95 |
├ Armour wh2_main_chainmail_40 |
├ Armour Defence 40 |
└ Shield Armour 55 |
84 |
├ Man Entity wh_dlc05_wef_inf_wildwood_rangers_blood_dismembers |
├ Man Speed 38 |
├ Man Health 8 |
└ Bonus Hit Points 76 |
Leadership (Base Morale) 90 |
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
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - {{tr:guerrilla_deployment}}
- 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). - Stalk
This unit can move hidden in any terrain.
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. - Charge Defence Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |