Keepers of the Flame (Phoenix Guard)
These silent sentinels guard the Shrine of Asuryan.The Phoenix Guard are the guardians of the Shrine of Asuryan, the great pyramid temple in the Sea of Dreams. Deep within lies the Chamber of Days. On its ancient walls, it is said, are the histories of past, present and future, etched in words of fire. Legend tells that any who behold that wall shall forever be cursed with the knowledge of their own death. Regiments of Phoenix Guard are always found where the fighting is fiercest and victory hardest won, for their gift allows them to see confluences and crux points upon the battlefield that lie hidden to mortal eyes. Each warrior knows his appointed hour of death, but none seek to delay that fatal moment. Whether battle brings victory or defeat, life or death, the Phoenix Guard fight on without fear.
Unit Name Keepers of the Flame (Phoenix Guard) |
Main Unit Key wh2_dlc10_hef_inf_keepers_of_the_flame_ror_0 |
Land Unit Key wh2_dlc10_hef_inf_keepers_of_the_flame_ror_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 1650 |
Recruitment Cost 1650 |
Upkeep Cost 413 |
Melee Attack 48 |
36 |
├ Melee Weapon wh2_main_hef_halberd_ror |
├ Melee Damage Base 11 |
├ Melee Damage Ap 25 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 20 |
└ Bonus vs Infantry 0 |
Charge Bonus 10 |
50 |
├ Base Defence 50 |
├ Shield none |
└ Shield Defence 0 |
100 |
├ Armour wh2_main_plate_100 |
├ Armour Defence 100 |
└ Shield Armour 0 |
84 |
├ Man Entity wh2_dlc10_hef_inf_keepers_of_the_flame_ror |
├ Man Speed 32 |
├ Man Health 8 |
└ Bonus Hit Points 76 |
Leadership (Base Morale) 100 |
Abilities
- Martial Mastery
While all High Elves have excellent martial prowess, those that continue upon the path of the warrior will further excel in armed combat.
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. - Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker. - Hide (forest)
This unit can hide in forests until enemy units get too close.
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. - 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. - Mark of Asuryan
Those who bear the Creator’s mark are afforded his divine vengeance; when struck down, their unworthy killer is soon engulfed by Asuryan’s vengeful flames!
Recuitment Requirement | |
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Maximum Number | 1 |
Faction Availability | |
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The Eye of the Vortex |