Deepwood Scouts (Swiftshiver Shards)

ID: wh_dlc05_wef_inf_deepwood_scouts_1


Deepwood Scouts (Swiftshiver Shards)
Missile Infantry
80 850 215
Forest Stalker
Vanguard Deployment
Master Ambusher
Swift Shiver Shards
Armour 15
Leadership 68
Speed 38
Melee Attack 18
Melee Defence 22
Weapon Strength 26
Charge Bonus 7
Ammunition 22
Range 135
Missile Strength 28


Unit Description

Imagine the foe’s surprise when, in addition to the unexpected attack, their opponents loose two deadly, enchanted arrows at a time!

Historical Description

Deepwood Scouts hold the responsibility of patrolling those areas of the forest deemed too dangerous for Glade Guard to enter. To tread such paths, an Elf must be invisible not only to a predator’s sight but to his other senses also – no easy matter when contending with otherworldly creatures to whom Elven souls manifest as brightly burning lights. The Deepwood Scouts’ skills of stealth and concealment serve them well upon the battlefield. They are masters of ambush and distraction, the assassins of enemy artillery crews and of careless Wizards who stray too far from the protection of their allies. Indeed, many an invading army has been brought to battle utterly unaware that kinbands of Deepwood Scouts have dogged its footsteps for days. Only when battle lines clash do the Deepwood Scouts reveal themselves, sowing confusion and disruption among the enemy force.


Guerilla Deployment


This unit can pass through trees.

Fire Whilst Moving

This unit can fire while on the move.


This unit can move hidden in any terrain.

Strengths & Weaknesses

Forest Stalker

The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.

Master Ambusher

This unit can move whilst hidden in any terrain, firing in any direction even whilst running!

Swift Shiver Shards

As their enchanted arrows are both light and strong this unit can fire two at a time, but at the cost of range.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.80
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 18
Melee Defence 22
Charge Bonus 7
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 68
Bonus Hit Points 58
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 850
Upkeep Cost 215
Unit Size 80
Melee CP 180
Missile CP 720


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 23
Weapon AP Damage 3
Building Damage 10
Missile Weapon
Projectile Number 2
Effective Range 135
Minimum Range
Marksmanship Bonus 10
Projectile Spread 1.60
Damage 14
Armor-Piercing Damage 4
Base Reload Time 11
Armour Value 15
Missile Block Chance 0