Gate Guard
The Emerald Gate - one of the wonders of the Old World - is guarded only by the best of the best.The mountain range to the north-west of Ulthuan face the Dark Elves’ kingdom of Naggaroth. It is no coincidence, then, that each of the mountain passes is guarded by a massive fortress, built around equally the massive gates through which the High Elves control access to Ulthuan’s interior – Dragon Gate, Griffon Gate, Phoenix Gate, Unicorn Gate, and Eagle Gate. Each fortress maintains a sizeable garrison whose duty it is to defend their gate to the very last Elf should the Druchii – or indeed anything else – come calling with host in tow and an aggressive intent. The Gate Guards populating its garrison are highly skilled in the operation of the various traps and war engines positioned at strategic choke points around the battlements and atop the gates themselves, adept at all forms of hand-held missile weaponry, and masters of hand-to-hand combat, lest any attackers achieve the unthinkable and begin to break through the extensive fortifications.
Unit Name Gate Guard |
Main Unit Key wh2_main_hef_inf_gate_guard |
Land Unit Key wh2_main_hef_inf_gate_guard |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile & Spear Infantry |
Naval Unit Group Missile & Spear Infantry |
Soldiers 90 |
Caste Melee Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 850 |
Recruitment Cost 850 |
Upkeep Cost 212 |
19 |
├ Missile Weapon wh2_main_hef_longbow_arrow |
├ Projectile wh2_main_hef_longbow_arrow |
├ Missile Damage 16 |
├ Missile Ap Damage 3 |
└ Base Reload Time 11 |
Accuracy 10 |
Range 180 |
Reload 10 |
Shots Per Minute 6.1 |
Ammunition 22 |
Melee Attack 28 |
30 |
├ Melee Weapon wh2_main_hef_spear_gate_guard |
├ Melee Damage Base 21 |
├ Melee Damage Ap 9 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 16 |
└ Bonus vs Infantry 0 |
Charge Bonus 4 |
32 |
├ Base Defence 32 |
├ Shield none |
└ Shield Defence 0 |
50 |
├ Armour wh2_main_chainmail_50 |
├ Armour Defence 50 |
└ Shield Armour 0 |
68 |
├ Man Entity wh2_main_hef_infantry_heavy_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 60 |
Leadership (Base Morale) 72 |
Abilities
- Martial Prowess
High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Good Range
This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range. - 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.
Faction Availability | |
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The Eye of the Vortex |