Glade Captain (Great Stag)
Infiltrating enemy battle lines and sowing disruption in their wake, a Glade Captain’s initiative enables them to strike opportunistic blows.The culture of the hunt is strong in Athel Loren and finds its way onto the battlefield. One such example is the tradition of the Wood Elves not to launch themselves into battle until one of their highborn Captains has loosed a shot at the heart of the enemy leader. This duty is allocated before the battle begins, and the firer is granted the honorary title of ‘Talon of Kurnous’. Seldom does the Talon’s arrow kill the target, though Glade Captains are amongst the few to have the skill to even come close. Such is not the intent, rather it is a reminder of mortality for the foe, and a final entreaty to the Hunter for his blessings.
Unit Name Glade Captain (Great Stag) |
Main Unit Key wh2_twa02_wef_cha_glade_captain_3 |
Land Unit Key wh2_twa02_wef_cha_glade_captain_3 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Hybrid Weapon Specialist |
Naval Unit Group Hybrid Weapon Specialist |
Soldiers 1 |
Caste Hero |
Category Cavalry |
Class Command |
Cost 1150 |
Recruitment Cost 1450 |
Upkeep Cost 372 |
214 |
├ Missile Weapon wh2_twa02_wef_glade_captain_bow |
├ Projectile wh2_twa02_wef_glade_captain_arrow |
├ Missile Damage 147 |
├ Missile Ap Damage 67 |
└ Base Reload Time 9 |
Accuracy 10 |
Range 190 |
Reload 10 |
Shots Per Minute 7.4 |
Ammunition 30 |
Melee Attack 50 |
360 |
├ Melee Weapon wh2_twa02_wef_glade_captain_spear_great_stag |
├ Melee Damage Base 130 |
├ Melee Damage Ap 230 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 35 |
└ Bonus vs Infantry 0 |
Charge Bonus 60 |
45 |
├ Base Defence 45 |
├ Shield none |
└ Shield Defence 0 |
60 |
├ Armour wh2_main_plate_60 |
├ Armour Defence 60 |
└ Shield Armour 0 |
4656 |
├ Man Entity wh2_twa02_wef_glade_captain_blood_dismembers |
├ Man Speed 46 |
├ Man Health 8 |
├ Bonus Hit Points 4640 |
├ Mount wh2_dlc16_wef_mnt_great_stag_lord |
├ Mount Entity wh2_dlc16_wef_cav_great_stag_blood |
├ Mount Speed 90 |
└ Mount Health 8 |
Leadership (Base Morale) 70 |
Abilities
- Dance of Loec
This ritualistic war dance requires neither rhythm nor order, enabling evasion of the enemy’s clumsy attacks, and lethal counterattacks. - Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Woodsman
This unit can pass through trees. - Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- Guided Projectile
The projectile fired by this unit can home in on its target. - 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. - 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.