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HomeHome / Total War: WARHAMMER II / Bowmen of Oreon / Units / Glade Guard (Hagbane Tips)
Glade Guard (Hagbane Tips) Bowmen of OreonBowmen of Oreon Missile Infantry

Glade Guard (Hagbane Tips)

The definitive Wood Elf warriors within the armies of Athel Loren, bolstered by magical, poisoned arrow-tips for additional advantage.

When Athel Loren goes to war, it is the Glade Guard who form the core of the army. Each Elven household fights together on the battlefield with disparate kinbands, combining to create one or more formal regiments under the command of a lesser Lord or Lady of the realm. The Wood Elf army can only seem haphazard and slightly disorganised to outsiders, for each band of Glade Guard is expected to follow the general's broad instructions but, at the same time, is encouraged to take the initiative when the opportunity presents itself. Such a principle often leads to an overlapping line of battle, with individual Glade Guard kinbands advancing and retreating like blown leaves in a storm, all the while pouring volleys of arrows into the foe.

Glade Guard (Hagbane Tips)

Unit Name

Glade Guard (Hagbane Tips)

Main Unit Key

wh_dlc05_wef_inf_glade_guard_2

Land Unit Key

wh_dlc05_wef_inf_glade_guard_2

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

600

Recruitment Cost

600

Upkeep Cost

150

Missile Damage

22

├ Missile Weapon

wh_dlc05_wef_hagbane_bow

├ Projectile

wh_dlc05_wef_hagbane_arrow

├ Missile Damage

15

├ Missile Ap Damage

7

└ Base Reload Time

11

Accuracy

10

Range

170

Reload

10

Shots Per Minute

6.1

Ammunition

22

Melee Attack

20

Weapon Strength (Weapon Damage)

26

├ Melee Weapon

wh_dlc05_wef_sword_archer

├ Melee Damage Base

23

├ Melee Damage Ap

3

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

7

Melee Defence

27

├ Base Defence

27

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_body_15

├ Armour Defence

15

└ Shield Armour

0

Health

69

├ Man Entity

wh_dlc05_wef_inf_glade_guard_blood_dismembers

├ Man Speed

36

├ Man Health

8

└ Bonus Hit Points

61

Leadership (Base Morale)

60

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Forest Stalker
    Wood Elf units gain accuracy benefits when fighting in forests.
  • Good Range
    This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage.
Requires Buildings
Glade Guard (Hagbane Tips) Lv. 0 Glade Guard Hide
Glade Guard Hide
(wh_dlc05_wef_ranged_1)
Level 0
Deepwood Camp
Deepwood Camp
(wh_dlc05_wef_ranged_2)
Level 1
Waywatcher's Perch
Waywatcher's Perch
(wh_dlc05_wef_ranged_3)
Level 2
Garrison Buildings
Glade Guard (Hagbane Tips) x 3 Gaean Vale (Glade)
Gaean Vale (Glade)
(wh_dlc05_special_settlement_gaean_vale_2_wef)
Level 2
Gaean Vale (Hollow)
Gaean Vale (Hollow)
(wh_dlc05_special_settlement_gaean_vale_3_wef)
Level 3
Occupied Lothern Level 2
Occupied Lothern Level 2
(wh_dlc05_special_settlement_lothern_2_wef)
Level 2
Occupied Lothern Level 3
Occupied Lothern Level 3
(wh_dlc05_special_settlement_lothern_3_wef)
Level 3