Black Guard of Naggarond

ID: wh2_main_def_inf_black_guard_0

Unit

Black Guard of Naggarond
Halberd Infantry
100 1300 325
Armoured
Armour-Piercing
Anti-Large
Charge Defence Against Large Foes
9,000
Armour 100
Leadership 90
Speed 31
Melee Attack 36
Melee Defence 48
Weapon Strength 44
Charge Bonus 18

About

Unit Description

The Witch King is defended, at halberd-point, from those who would do him harm. Imagine such a thing!

Historical Description

The Black Guard are Malekith's personal army, answerable to no other save he. They are recruited from the offspring of families high in the Witch King's favour, taken at birth from mothers who are soon thereafter put to the sword. With no family ties to distract them, these children are raised within the barracks of the Black Guard and taught the myriad skills of death and destruction that are required of Malekith's foremost elite. The barracks of the Black Guard are divided into twenty towers which compete against each other in contests of war and torture. The Witch King grimly encourages competition between the towers and each year, at the beginning of the Season of Blood, a tournament is held to determine which tower will hold dominance over the others for the coming year. The leaders of these factions are the Tower Masters, veterans of the Black Guard so inculcated with death and battle that they choose to continue in Malekith's service after their two centuries of duty have been completed. These hardened warriors rule their underlings with a will of iron, determined that their tower shall not be shamed by lack of discipline - or worse, a glimmer of mercy - on the part of their charges.

Abilities

Murderous Prowess

Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.

Murderous Prowess Indicator

Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

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.

Immune to Psychology

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

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.

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.

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.10
Acceleration 3.00
Deceleration 4.00
Charge Speed 3.90
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 140
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 36
Melee Defence 48
Charge Bonus 18
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 7
Morale 90
Bonus Hit Points 82
Unit Stats
Unit Caste Melee Infantry
Unit Weight Medium
Unit Group Halberd Infantry
Unit Group Parent Infantry
Recruitment Turns 2
Recruitment Cost 1300
Upkeep Cost 325
Unit Size 100
Melee CP 1300
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 24
Bonus vs Infantry
Weapon Damage 14
Weapon AP Damage 30
Building Damage 10
Armour
Armour Value 100
Shield
Missile Block Chance 0