Hertwig van Hal

ID: wh2_dlc13_emp_cha_hunter_doctor_hertwig_van_hal_0


Hertwig van Hal
Missile Specialist
1 1000
Armour-Piercing Missiles
Fire Whilst Moving
Armour 40
Leadership 70
Speed 34
Melee Attack 40
Melee Defence 38
Weapon Strength 330
Charge Bonus 30
Ammunition 50
Range 90
Missile Strength 210


Unit Description

A physician by choice but a Witch Hunter by bloodline, Doctor van Hal both preserves natural life and destroys unnatural evil.

Historical Description

Hertwig van Hal exists now as a ruthless Witch Hunter who gives no quarter, but many years ago he was a mild-mannered medical scholar and physician in Altdorf. As a young doctor he used his gift for medicine to save countless lives in a budding career as a highly-skilled surgeon.\\n\\nThe van Hal surname marks him as being part of a renowned lineage of Witch Hunters. Curiously, Hertwig himself shuns the association with his ancestry, considering the shame of their progenitor Baron Frederick van Hal to be too much to accept. In a previous age, the evil baron had been an extremely powerful and notorious Necromancer associated with Vlad von Carstein. Frederick's terrible acts at the command of vast armies of the Undead compelled many of his descendants to take the Witch Hunter oath to atone for his sins.\\n\\nNot all those descendants fulfil that destiny as a choice, however. Hertwig’s own path into the unyielding role of a van Hal Witch Hunter is a journey that has taken him from bustle of Altdorf to the tropical danger of Lustria.


Patch Up

As a battlefield surgeon of great repute, Hertwig is able to swiftly dress the wounds of targeted friendly units, restoring their health.

Hunter's Call

When he shouts to stand and fight, his loyal men listen and heed their leader.


The Witch Hunter levels his finger across the battlefield and accuses one of the enemy of arch-heresy!


Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…



This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)

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

Immune to Psychology

The unit is immune to psychological attacks (fear and terror).

Fire Whilst Moving

This unit can fire while on the move.

Strengths & Weaknesses

Armour-Piercing Missiles

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.


This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.

Fire Whilst Moving

This unit can fire while on the move.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.40
Acceleration 2.50
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 40
Melee Defence 38
Charge Bonus 30
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 3980
Unit Stats
Unit Caste Hero
Unit Weight Medium
Unit Group Missile Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost
Unit Size 1
Melee CP 240
Missile CP 360


Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 230
Weapon AP Damage 100
Building Damage 100
Missile Weapon
Projectile Number 1
Effective Range 90
Minimum Range
Marksmanship Bonus 60
Projectile Spread
Damage 33
Armor-Piercing Damage 117
Base Reload Time 4
Armour Value 40
Missile Block Chance 0