Left Panel
Wildwood Rangers Argwylon (The Season of Revelation)Argwylon (The Season of Revelation) Melee Infantry

Wildwood Rangers

Agile and deadly in melee - an excellent first-response to impending threats.

Athel Loren is not a safe place, even for the Elves. Even now, thousands of years on from the first Great Council, there are those forest spirits who resent the Elves' presence, and visit upon them whatever cruelties are in their power. Banished to the sinister south-eastern corner of Athel Loren known as the Wildwood, these dark spirits rail against the waystone fence that confines them and dream darkly of revenge on those who have occupied their home. The task of guarding the border between this shadowy prison and the rest of Athel Loren falls to the Wildwood Rangers. Theirs is an existence thoroughly at odds with the gaiety and splendour known by other Wood Elves, for just as the creatures of the Wildwood do not rest, nor can those who have sworn to keep them trammelled. The waystone fence is ever under attack, and it suffers disruption more often than any care to contemplate. Any breach, however small, brings with it the risk of carnage as the dark spirits slip loose from their bonds and wreak all manner of havoc in the forest beyond. The Rangers converge on such breaches within moments of their formation, holding back the tide of dark spirits long enough for Spellweavers to make the waystone barriers whole once again. Thus must the Rangers be ever-vigilant, so that their kinsfolk need not live in fear.

Wildwood Rangers

Unit Name

Wildwood Rangers

Main Unit Key

wh_dlc05_wef_inf_wildwood_rangers_0

Land Unit Key

wh_dlc05_wef_inf_wildwood_rangers_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Glaive Infantry

Naval Unit Group

Glaive Infantry

Soldiers

100

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1050

Recruitment Cost

1050

Upkeep Cost

263

Melee Attack

39

Weapon Strength (Weapon Damage)

32

├ Melee Weapon

wh_dlc05_wef_greatsword

├ Melee Damage Base

8

├ Melee Damage Ap

24

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

12

└ Bonus vs Infantry

0

Charge Bonus

22

Melee Defence

28

├ Base Defence

28

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh_dlc05_wef_light

├ Armour Defence

40

└ Shield Armour

0

Health

71

├ Man Entity

wh_dlc05_wef_inf_wildwood_rangers_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

63

Leadership (Base Morale)

70

Abilities

  • Guardians of the Wildwood

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses


  • 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.
  • 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.
  • Damage Dealer
    This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Requires Buildings
Wildwood Rangers Lv. 0 Forest Lookout
Forest Lookout
(wh_dlc05_wef_melee_3)
Level 2
Garrison Buildings
Wildwood Rangers x 2 Arbiter's Perch
Arbiter's Perch
(wh_dlc05_wef_garrison_2)
Level 1
Eternal Watcher's Garrison
Eternal Watcher's Garrison
(wh_dlc05_wef_garrison_3)
Level 2
Wildwood Rangers x 1 Copse
Copse
(wh_dlc05_wef_settlement_major_1)
Level 1
Copse
Copse
(wh_dlc05_wef_settlement_major_1_coast)
Level 1
Glade
Glade
(wh_dlc05_wef_settlement_major_2)
Level 2
Glade
Glade
(wh_dlc05_wef_settlement_major_2_coast)
Level 2
Hollow
Hollow
(wh_dlc05_wef_settlement_major_3)
Level 3
Hollow
Hollow
(wh_dlc05_wef_settlement_major_3_coast)
Level 3
Hall
Hall
(wh_dlc05_wef_settlement_major_4)
Level 4
Hall
Hall
(wh_dlc05_wef_settlement_major_4_coast)
Level 4
Copse
Copse
(wh_dlc05_wef_settlement_major_main_1)
Level 1
Glade
Glade
(wh_dlc05_wef_settlement_major_main_2)
Level 2
Hollow
Hollow
(wh_dlc05_wef_settlement_major_main_3)
Level 3
Hall
Hall
(wh_dlc05_wef_settlement_major_main_4)
Level 4
Copse
Copse
(wh_dlc05_wef_settlement_minor_1)
Level 1
Copse
Copse
(wh_dlc05_wef_settlement_minor_1_coast)
Level 1
Glade
Glade
(wh_dlc05_wef_settlement_minor_2)
Level 2
Glade
Glade
(wh_dlc05_wef_settlement_minor_2_coast)
Level 2
Hollow
Hollow
(wh_dlc05_wef_settlement_minor_3)
Level 3
Hollow
Hollow
(wh_dlc05_wef_settlement_minor_3_coast)
Level 3
Wildwood Rangers x 3 Great Hall
Great Hall
(wh_dlc05_wef_settlement_major_5)
Level 5
Great Hall
Great Hall
(wh_dlc05_wef_settlement_major_5_coast)
Level 5
Great Hall
Great Hall
(wh_dlc05_wef_settlement_major_main_5)
Level 5