The Scions of Mathlann (Spearmen) - Unit | Total War: WARHAMMER II Database The Scions of Mathlann (Spearmen) - Unit | Total War: WARHAMMER II Database

The Scions of Mathlann (Spearmen)

ID: wh2_dlc10_hef_inf_the_scions_of_mathlann_ror_0

Unit

The Scions of Mathlann (Spearmen)
Spear Infantry
120 750 187
Shielded
Anti-Large
Charge Defence Against All
Magical Aura
7,560
Armour 40
Leadership 80
Speed 33
Melee Attack 27
Melee Defence 48
Weapon Strength 25
Charge Bonus 4

About

Unit Description

Defenders of Cothique and chosen by the Lord of the Deeps himself.

Historical Description

As the living ramparts that preserve Ulthuan’s homelands, High Elf Spearmen are amongst the most acclaimed of the Asur’s militia. When a High Elf begins his martial training, he must first master both blade and bow, after which he must spend a decade in the white-garbed ranks of an Archer regiment before being considered for service as a Spearman in the crucial last line of Ulthuan’s defence. When a phalanx of spears takes position on the field it is a near-insurmountable presence, with every individual instinctively knowing the mind of his comrades, each playing their role as if part of a carefully choreographed plan. Without a command or gesture, High Elf Spearmen can go from overlapping one another and providing protection in one moment, to flowing freely to exploit a gap in the enemy line in the next.

Abilities

Martial Prowess

High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.

Aura of Protection

The magical aura surrounding this unit protects allies from harm.

Attributes

Expert Charge Defence

When bracing, this unit negates the charge bonus of any attacker.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

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.

Charge Defence Against All

When standing and bracing against a charge this unit will negate the enemy's charge bonus.

Magical Aura

This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.

Shielded

Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 4.00
Deceleration 5.00
Charge Speed 4.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 27
Melee Defence 48
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 8
Morale 80
Bonus Hit Points 55
Unit Stats
Unit Caste Melee Infantry
Unit Weight Medium
Unit Group Spear Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 750
Upkeep Cost 187
Unit Size 120
Melee CP 750
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 15
Bonus vs Infantry
Weapon Damage 19
Weapon AP Damage 6
Building Damage 10
Armour
Armour Value 40
Shield
Missile Block Chance 55