Gate Guard

ID: wh2_main_hef_inf_gate_guard


Gate Guard
Missile & Spear Infantry
90 850 212
Good Range
Charge Defence Against Large Foes
Armour 50
Leadership 72
Speed 33
Melee Attack 28
Melee Defence 32
Weapon Strength 30
Charge Bonus 4
Ammunition 22
Range 180
Missile Strength 29


Unit Description

The Emerald Gate - one of the wonders of the Old World - is guarded only by the best of the best.

Historical Description

The mountain range to the north-west of Ulthuan face the Dark Elves’ kingdom of Naggaroth. It is no coincidence, then, that each of the mountain passes is guarded by a massive fortress, built around equally the massive gates through which the High Elves control access to Ulthuan’s interior – Dragon Gate, Griffon Gate, Phoenix Gate, Unicorn Gate, and Eagle Gate. Each fortress maintains a sizeable garrison whose duty it is to defend their gate to the very last Elf should the Druchii – or indeed anything else – come calling with host in tow and an aggressive intent. The Gate Guards populating its garrison are highly skilled in the operation of the various traps and war engines positioned at strategic choke points around the battlements and atop the gates themselves, adept at all forms of hand-held missile weaponry, and masters of hand-to-hand combat, lest any attackers achieve the unthinkable and begin to break through the extensive fortifications.


Martial Prowess

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


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.

Strengths & Weaknesses


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 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.

Good Range

This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

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 Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 28
Melee Defence 32
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 72
Bonus Hit Points 60
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Missile & Spear Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 850
Upkeep Cost 212
Unit Size 90
Melee CP 212
Missile CP 638


Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 16
Bonus vs Infantry
Weapon Damage 21
Weapon AP Damage 9
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 180
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 16
Armor-Piercing Damage 3
Base Reload Time 11
Armour Value 50
Missile Block Chance 0