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Black Guard of Naggarond The Tyrants of the Black OceanThe Tyrants of the Black Ocean Melee Infantry

Black Guard of Naggarond

The Witch King is defended, at halberd-point, from those who would do him harm. Imagine such a thing!

The Black Guard are Malekith's personal army, answerable to no other save he. They are recruited from the offspring of families high in the Witch King's favour, taken at birth from mothers who are soon thereafter put to the sword. With no family ties to distract them, these children are raised within the barracks of the Black Guard and taught the myriad skills of death and destruction that are required of Malekith's foremost elite. The barracks of the Black Guard are divided into twenty towers which compete against each other in contests of war and torture. The Witch King grimly encourages competition between the towers and each year, at the beginning of the Season of Blood, a tournament is held to determine which tower will hold dominance over the others for the coming year. The leaders of these factions are the Tower Masters, veterans of the Black Guard so inculcated with death and battle that they choose to continue in Malekith's service after their two centuries of duty have been completed. These hardened warriors rule their underlings with a will of iron, determined that their tower shall not be shamed by lack of discipline - or worse, a glimmer of mercy - on the part of their charges.

Black Guard of Naggarond
Black Guard of Naggarond

Unit Name

Black Guard of Naggarond

Main Unit Key

wh2_main_def_inf_black_guard_0

Land Unit Key

wh2_main_def_inf_black_guard_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Halberd Infantry

Naval Unit Group

Halberd Infantry

Soldiers

100

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Melee Attack

36

Weapon Strength (Weapon Damage)

44

├ Melee Weapon

wh2_main_def_halberd

├ Melee Damage Base

14

├ Melee Damage Ap

30

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

24

└ Bonus vs Infantry

0

Charge Bonus

18

Melee Defence

48

├ Base Defence

48

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_chainmail_100

├ Armour Defence

100

└ Shield Armour

0

Health

90

├ Man Entity

wh2_main_def_infantry_heavy_blood_dismembers

├ Man Speed

31

├ Man Health

8

└ Bonus Hit Points

82

Leadership (Base Morale)

90

Abilities

  • Murderous Prowess
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • 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
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • 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.
Garrison Buildings
Black Guard of Naggarond x 3 The Maelstrom
The Maelstrom
(wh2_dlc11_special_settlement_galleons_graveyard_other_1)
Level 1
Occupied Hell Pit Level 5
Occupied Hell Pit Level 5
(wh2_main_special_settlement_hellpit_other_5)
Level 5
Occupied Skavenblight Level 5
Occupied Skavenblight Level 5
(wh2_main_special_settlement_skavenblight_other_5)
Level 5
Black Guard of Naggarond x 2 Large Occupied Elven Colony
Large Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_4)
Level 4
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
Black Guard of Naggarond x 1 Occupied Hell Pit Level 4
Occupied Hell Pit Level 4
(wh2_main_special_settlement_hellpit_other_4)
Level 4
Occupied Skavenblight Level 4
Occupied Skavenblight Level 4
(wh2_main_special_settlement_skavenblight_other_4)
Level 4