Left Panel
HomeHome / Total War: WARHAMMER / The Empire / Units / Zintler's Reiksguard (Reiksguard)
If you watch Advertisements, we can make site better, thank you.
Zintler's Reiksguard (Reiksguard) The EmpireThe Empire Shock Cavalry

Zintler's Reiksguard (Reiksguard)

Above their peers, Zintler's men charge down enemy lines with a destructive fury that makes the earth shake.

The Reiksguard Knights are the personal army of the Emperor. As an Elector Count, the Emperor also has direct command of his own provincial army - which in the case of Karl Franz are the regiments of Altdorf and the Reikland - but it is the Knights of the Reiksguard that form the symbol of his military strength. As befits their prestigious role and elite status, the Knights are equipped with the very finest weapons and suits of armour available. They ride fine destriers to war and the suits of gleaming plate armour in which they are clad are emblazoned with symbols of allegiance to the Emperor. Although few in number, the Reiksguard Knights are the most important part of the Emperor's army, for they are a symbol of the Empire's nobility and martial might. As such, when a unit of Reiksguard Knights takes to battle, it will typically form up proudly in the centre of the Empire battle line, the better to inspire the common soldiery and reassure them that the blessing of the Emperor is with them.

Zintler's Reiksguard (Reiksguard)

Unit Name

Zintler's Reiksguard (Reiksguard)

Main Unit Key

wh_dlc04_emp_cav_zintlers_reiksguard_0

Land Unit Key

wh_dlc04_emp_cav_zintlers_reiksguard_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Shock Cavalry

Naval Unit Group

Shock Cavalry

Soldiers

60

Caste

Melee Cavalry

Category

Cavalry

Class

Shock Cavalry

Custom Battle Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Melee Attack

43

Weapon Strength (Weapon Damage)

40

├ Melee Weapon

wh_main_emp_lance_reiksguard

├ Melee Damage Base

30

├ Melee Damage Ap

10

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

62

Melee Defence

38

├ Base Defence

38

├ Shield

wh_missile_block_30_metal

└ Shield Defence

0

Armour

150

├ Armour

wh_main_emp_full_plate_barded_improved

├ Armour Defence

120

└ Shield Armour

30

Health

104

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

88

├ Mount

wh_dlc04_emp_mnt_warhorse_reiksguard_zintlers

├ Mount Entity

wh_main_cavalry_slow_blood

├ Mount Speed

66

└ Mount Health

8

Leadership (Base Morale)

81

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • 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

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 wh_dlc04_emp_units_of_renown_pool 1 100 1 1
Facebook