Phoenix Guard - Unit | Total War: WARHAMMER II Database Phoenix Guard - Unit | Total War: WARHAMMER II Database

Phoenix Guard

ID: wh2_main_hef_inf_phoenix_guard

Unit

Phoenix Guard
Halberd Infantry
100 1400 350
Armoured
Armour-Piercing
Anti-Large
Charge Defence Against All
8,400
Armour 100
Leadership 90
Speed 32
Melee Attack 38
Melee Defence 40
Weapon Strength 36
Charge Bonus 10

About

Unit Description

At the heart of the battle, in the thickest fighting, highly-trained and utterly silent.

Historical Description

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.

Abilities

Martial Mastery

While all High Elves have excellent martial prowess, those that continue upon the path of the warrior will further excel in armed combat.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Expert Charge Defence

When bracing, this unit negates the charge bonus of any attacker.

Hide (forest)

This unit can hide in forests until enemy units get too close.

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 All

When standing and bracing against a charge 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 3.20
Acceleration 3.00
Deceleration 4.00
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 Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 38
Melee Defence 40
Charge Bonus 10
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 7
Morale 90
Bonus Hit Points 76
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Halberd Infantry
Unit Group Parent Infantry
Recruitment Turns 2
Recruitment Cost 1400
Upkeep Cost 350
Unit Size 100
Melee CP 1400
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 20
Bonus vs Infantry
Weapon Damage 11
Weapon AP Damage 25
Building Damage 10
Armour
Armour Value 100
Shield
Missile Block Chance 0