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Fell Bats Mercenaries Melee Infantry

Fell Bats

Fell Bats fall upon their enemies in a seething mass; in numbers, they become overwhelming.

With a body as long as a grown man, Fell Bats are a fearsome sight. They are darker than midnight and silent as death, even when in full flight. In fact, the only noises that Fell Bat makes on the hunt are horrible gobbling slurps when it sinks its distended mouth into living flesh. In truth, a Fell bet bears as much resemblance to an ordinary bat as a maddened lion does to a domestic cat. Those who have encountered them, and lived, tell how they hunt with unerring accuracy, swooping down to knock Knights from their saddles or pick off lone warriors unawares. Vampires view Fell Bats much as a Bretonnian Lord might his prized hunting falcons. Precious sweetmeats are offered to Fell Bats from the ramparts of the Vampire's fortress, but to harness an entire flock, a grander sacrifice must be made. A fresh victim, belly-slit and screaming, or a terrified messenger sent to run into the night with his eyes put out is more to their taste. Once they have the scene of gore, they will fall upon the enemy battle line with bloodthirsty intent.

Fell Bats

Unit Name

Fell Bats

Main Unit Key

wh_main_vmp_mon_fell_bats

Land Unit Key

wh_main_vmp_mon_fell_bats

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Flying War Beasts

Naval Unit Group

Flying War Beasts

Soldiers

60

Caste

War Beast

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

350

Recruitment Cost

350

Upkeep Cost

88

Melee Attack

14

Weapon Strength (Weapon Damage)

22

├ Melee Weapon

wh_main_vmp_fell_bats

├ Melee Damage Base

20

├ Melee Damage Ap

2

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

6

Melee Defence

48

├ Base Defence

48

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_none

├ Armour Defence

0

└ Shield Armour

0

Health

59

├ Man Entity

wh_main_flying_fell_bat_blood

├ Man Speed

70

├ Man Health

8

└ Bonus Hit Points

51

Leadership (Base Morale)

30

Abilities

  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Undead
    The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.

Strengths & Weaknesses

  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
  • Expendable
    This unit is comparably cheap to recruit, maintain and replenish.
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