Black Guard of NaggarondThe 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.
Unit NameBlack Guard of Naggarond
Main Unit Keywh2_main_def_inf_black_guard_0
Land Unit Keywh2_main_def_inf_black_guard_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupHalberd Infantry
Naval Unit GroupHalberd Infantry
Custom Battle Cost1300
├ Melee Weaponwh2_main_def_halberd
├ Melee Damage Base14
├ Melee Damage Ap30
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants24
└ Bonus vs Infantry0
├ Base Defence48
└ Shield Defence0
├ Armour Defence100
└ Shield Armour0
├ Man Entitywh2_main_def_infantry_heavy_blood_dismembers
├ Man Speed31
├ Man Health8
└ Bonus Hit Points78
Leadership (Base Morale)90
- 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!
- 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 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.
- 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 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.
Palace of Dread Knights
Towers of the Black Guard
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