Lothern Sea Guard

ID: wh2_main_hef_inf_lothern_sea_guard_0


Lothern Sea Guard
Missile & Spear Infantry
90 750 187
Charge Defence Against Large Foes
Armour 40
Leadership 70
Speed 36
Melee Attack 22
Melee Defence 32
Weapon Strength 28
Charge Bonus 4
Ammunition 22
Range 165
Missile Strength 29


Unit Description

Unlike other levied citizen militias, the Lothern Sea Guard remain armed and ready at all times.

Historical Description

The Lothern Sea Guard can fight as effectively on land as at sea, and are equally resolute when defending the walls and fields of Lothern as they are as when battling on the deck of a ship. These dangerous duties require the Sea Guard to maintain a flexible armoury. The vast majority are well-trained in the use of spear, shield and bow - the better to combine the finest aspects of the spear and archer regiments of other cities and realms. Indeed, it is a point of pride in Lothern that the discipline of their warriors far surpasses that of any found elsewhere in Ulthuan. When the armies of Ulthuan go to war, the Sea Guard play a crucial part, crewing the many warships and acting as the vanguard for the oncoming host.


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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.60
Acceleration 5.00
Deceleration 5.00
Charge Speed 4.30
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 160
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 22
Melee Defence 32
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 70
Bonus Hit Points 60
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Missile & Spear Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 750
Upkeep Cost 187
Unit Size 90
Melee CP 162
Missile CP 488


Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 16
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 8
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 165
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 15
Armor-Piercing Damage 4
Base Reload Time 11
Armour Value 40
Missile Block Chance 0