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HomeHome / Total War: WARHAMMER II / Argwylon (Mortal Empires) / Units / Glade Captain (Great Stag)
Glade Captain (Great Stag) Argwylon (Mortal Empires)Argwylon (Mortal Empires) Command

Glade Captain (Great Stag)

Infiltrating enemy battle lines and sowing disruption in their wake, a Glade Captain’s initiative enables them to strike opportunistic blows.

The culture of the hunt is strong in Athel Loren and finds its way onto the battlefield. One such example is the tradition of the Wood Elves not to launch themselves into battle until one of their highborn Captains has loosed a shot at the heart of the enemy leader. This duty is allocated before the battle begins, and the firer is granted the honorary title of ‘Talon of Kurnous’. Seldom does the Talon’s arrow kill the target, though Glade Captains are amongst the few to have the skill to even come close. Such is not the intent, rather it is a reminder of mortality for the foe, and a final entreaty to the Hunter for his blessings.

Glade Captain (Great Stag)

Unit Name

Glade Captain (Great Stag)

Main Unit Key

wh2_twa02_wef_cha_glade_captain_3

Land Unit Key

wh2_twa02_wef_cha_glade_captain_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Hybrid Weapon Specialist

Naval Unit Group

Hybrid Weapon Specialist

Soldiers

1

Caste

Hero

Category

Cavalry

Class

Command

Cost

1150

Recruitment Cost

1450

Upkeep Cost

372

Missile Damage

214

├ Missile Weapon

wh2_twa02_wef_glade_captain_bow

├ Projectile

wh2_twa02_wef_glade_captain_arrow

├ Missile Damage

147

├ Missile Ap Damage

67

└ Base Reload Time

9

Accuracy

10

Range

190

Reload

10

Shots Per Minute

7.4

Ammunition

30

Melee Attack

50

Weapon Strength (Weapon Damage)

360

├ Melee Weapon

wh2_twa02_wef_glade_captain_spear_great_stag

├ Melee Damage Base

130

├ Melee Damage Ap

230

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

35

└ Bonus vs Infantry

0

Charge Bonus

60

Melee Defence

45

├ Base Defence

45

├ Shield

none

└ Shield Defence

0

Armour

60

├ Armour

wh2_main_plate_60

├ Armour Defence

60

└ Shield Armour

0

Health

4656

├ Man Entity

wh2_twa02_wef_glade_captain_blood_dismembers

├ Man Speed

46

├ Man Health

8

├ Bonus Hit Points

4640

├ Mount

wh2_dlc16_wef_mnt_great_stag_lord

├ Mount Entity

wh2_dlc16_wef_cav_great_stag_blood

├ Mount Speed

90

└ Mount Health

8

Leadership (Base Morale)

70

Abilities

  • Dance of Loec
    This ritualistic war dance requires neither rhythm nor order, enabling evasion of the enemy’s clumsy attacks, and lethal counterattacks.
  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.

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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • {{tr:guerrilla_deployment}}
  • 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

  • Guided Projectile
    The projectile fired by this unit can home in on its target.
  • Forest Stalker
    Wood Elf units gain accuracy benefits when fighting in forests.
  • 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.