![]() |
|
Black Guard of Naggarond | |
|
Halberd Infantry |
![]() |
100 | ![]() |
1300 | ![]() |
325 |
![]() |
Armoured |
![]() |
Armour-Piercing |
![]() |
Anti-Large |
![]() |
Charge Defence Against Large Foes |
![]() |
||||
![]() |
Armour | 100 | ||
![]() |
Leadership | 90 | ||
![]() |
Speed | 31 | ||
![]() |
Melee Attack | 36 | ||
![]() |
Melee Defence | 48 | ||
![]() |
Weapon Strength | 44 | ||
![]() |
Charge Bonus | 18 |
![]() ![]() ![]() ![]() |
The Witch King is defended, at halberd-point, from those who would do him harm. Imagine such a thing!
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.
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.
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
When bracing, this unit negates the charge bonus of any large attacker.
This unit can hide in forests until enemy units get too close.
The unit is immune to psychological attacks (fear and terror).
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.
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 units can block damage from any source apart from Armour-Piercing damage.
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
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 | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 2 |
Recruitment Cost | 1300 |
Upkeep Cost | 325 |
Unit Size | 100 |
Melee CP | 1300 |
Missile CP |
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 |