|Charge Defence Against All|
At the heart of the battle, in the thickest fighting, highly-trained and utterly silent.
The Phoenix Guard are the guardians of the Shrine of Asuryan, the great pyramid temple in the Sea of Dreams. Deep within lies the Chamber of Days. On its ancient walls, it is said, are the histories of past, present and future, etched in words of fire. Legend tells that any who behold that wall shall forever be cursed with the knowledge of their own death. Regiments of Phoenix Guard are always found where the fighting is fiercest and victory hardest won, for their gift allows them to see confluences and crux points upon the battlefield that lie hidden to mortal eyes. Each warrior knows his appointed hour of death, but none seek to delay that fatal moment. Whether battle brings victory or defeat, life or death, the Phoenix Guard fight on without fear.
While all High Elves have excellent martial prowess, those that continue upon the path of the warrior will further excel in armed combat.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
When bracing, this unit negates the charge bonus of any attacker.
This unit can hide in forests until enemy units get too close.
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 this unit will negate the enemy's charge bonus.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||30.00|
|Ch. Dist. to Adopt Pose||25.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Unit Class||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||76|
|Unit Caste||Melee Infantry|
|Unit Group||Halberd Infantry|
|Unit Group Parent||Infantry|
|Bonus vs Cavalry|
|Bonus vs Large||20|
|Bonus vs Infantry|
|Weapon AP Damage||25|
|Missile Block Chance||0|