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HomeHome / Total War: WARHAMMER II / Naggarond / Units / Shades (Dual Weapons)
Shades (Dual Weapons) NaggarondNaggarond Missile Infantry

Shades (Dual Weapons)

The twin blades of these spurned Elves are brought to bear with truly brutal results.

The ancestors of the Shades once ruled Clar Karond but were betrayed and exiled by their peers. Now the outcast clans have become utterly at home in the wilderness of the Blackspine Mountains, moving as silently as ghosts through petrified forests and razor-sharp rocks. Their lives are vicious, even by the harsh standards of Dark Elves. Every day is a battle for survival with the dread beasts of the mountains; every night a gauntlet of drum-driven king-sacrifice and death duelling. The Shades' hardiness makes them valued additions to any raiding fleet, and many Dreadlords expend much wealth in enticing them to their cause. When the army attacks, the Shades infiltrate the enemy battleline. From this position, they can harass the foe with volleys of dark-fletched bolts, or strike out and slay war machine crews with glinting blades.

Shades (Dual Weapons)

Unit Name

Shades (Dual Weapons)

Main Unit Key

wh2_main_def_inf_shades_1

Land Unit Key

wh2_main_def_inf_shades_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

80

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

1050

Recruitment Cost

1050

Upkeep Cost

262

Missile Damage

15

├ Missile Weapon

wh2_main_def_repeater_crossbow_shades

├ Projectile

wh2_main_def_crossbow_bolt_shades

├ Missile Damage

3

├ Missile Ap Damage

12

└ Base Reload Time

10

Accuracy

10

Range

130

Reload

10

Shots Per Minute

6.7

Ammunition

18

Melee Attack

40

Weapon Strength (Weapon Damage)

30

├ Melee Weapon

wh2_main_def_dual_swords_shades

├ Melee Damage Base

21

├ Melee Damage Ap

9

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

8

Charge Bonus

20

Melee Defence

36

├ Base Defence

36

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_leather_30

├ Armour Defence

30

└ Shield Armour

0

Health

84

├ Man Entity

wh2_main_def_infantry_fast_blood_dismembers

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

76

Leadership (Base Morale)

68

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

  • {{tr:guerrilla_deployment}}
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • 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.
  • Stalk
    This unit can move hidden in any terrain.
  • Armour-Piercing Missiles
    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
    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 affects a large area.
Requires Buildings
Shades (Dual Weapons) Lv. 0 House of Exiles
House of Exiles
(wh2_dlc11_horde_def_exiles_2)
Level 1
House of Exiles
House of Exiles
(wh2_main_def_exiles_2)
Level 1