Grave Guard (Great Weapons)Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights.
Upon the walls of Drakenhof Castle, and the other Vampire-haunted keeps of Sylvania, patrol tireless warriors clad in rust-gnawed armour. These dread sentries are the Grave Guard - Wights drawn from their ancient tombs to act as guardians for the Vampire rulers of Sylvania. Although their bodies have decayed, leaving only bones and tattered flesh, Grave Guard are held together by evil magic so strong that it has endured for centuries. They wear ancient battle gear of primitive alloy, corroded by time and dusty with the years. These eerie, silent sentinels stand constant vigil on the crumbling battlements and at the iron-bound gates, never resting, eternally ready to defend their Vampire masters. When a Vampire marches forth, his Grave Guard advance at the head of the Undead host. They form a formidable corps of warriors, their enchanted blades cutting down the toughest of enemies with strike after pitiless strike.
Unit NameGrave Guard (Great Weapons)
Main Unit Keywh_main_vmp_inf_grave_guard_1
Land Unit Keywh_main_vmp_inf_grave_guard_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupGreatsword Infantry
Naval Unit GroupGreatsword Infantry
Custom Battle Cost950
├ Melee Weaponwh_main_vmp_wightblade_grave_guard_great
├ Melee Damage Base10
├ Melee Damage Ap28
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry8
├ Base Defence25
└ Shield Defence0
├ Armour Defence90
└ Shield Armour0
├ Man Entitywh_main_infantry_slow_dismembers
├ Man Speed28
├ Man Health8
└ Bonus Hit Points61
Leadership (Base Morale)50
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
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
Armoured units can block damage from any source apart from Armour-Piercing damage.
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-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.