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HomeHome / Total War: WARHAMMER II / Wood Elves (Mortal Empires) / Units / Deepwood Scouts (Swiftshiver Shards)
Deepwood Scouts (Swiftshiver Shards) Wood Elves (Mortal Empires)Wood Elves (Mortal Empires) Missile Infantry

Deepwood Scouts (Swiftshiver Shards)

Imagine the foe’s surprise when, in addition to the unexpected attack, their opponents loose two deadly, enchanted arrows at a time!

Deepwood Scouts hold the responsibility of patrolling those areas of the forest deemed too dangerous for Glade Guard to enter. To tread such paths, an Elf must be invisible not only to a predator’s sight but to his other senses also – no easy matter when contending with otherworldly creatures to whom Elven souls manifest as brightly burning lights. The Deepwood Scouts’ skills of stealth and concealment serve them well upon the battlefield. They are masters of ambush and distraction, the assassins of enemy artillery crews and of careless Wizards who stray too far from the protection of their allies. Indeed, many an invading army has been brought to battle utterly unaware that kinbands of Deepwood Scouts have dogged its footsteps for days. Only when battle lines clash do the Deepwood Scouts reveal themselves, sowing confusion and disruption among the enemy force.

Deepwood Scouts (Swiftshiver Shards)

Unit Name

Deepwood Scouts (Swiftshiver Shards)

Main Unit Key

wh_dlc05_wef_inf_deepwood_scouts_1

Land Unit Key

wh_dlc05_wef_inf_deepwood_scouts_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

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

215

Missile Damage

18

├ Missile Weapon

wh_dlc05_wef_swift_shiver_bow

├ Projectile

wh_dlc05_wef_swiftshiver_arrow

├ Missile Damage

14

├ Missile Ap Damage

4

└ Base Reload Time

11

Accuracy

10

Range

135

Reload

10

Shots Per Minute

6.1

Ammunition

22

Melee Attack

18

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

22

├ Base Defence

22

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_body_15

├ Armour Defence

15

└ Shield Armour

0

Health

66

├ Man Entity

wh_dlc05_wef_inf_deepwood_shard_blood_dismembers

├ Man Speed

38

├ Man Health

8

└ Bonus Hit Points

58

Leadership (Base Morale)

68

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Forest Stalker
    The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.
  • 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.
  • Master Ambusher
    This unit can move whilst hidden in any terrain, firing in any direction even whilst running!
  • Swift Shiver Shards
    As their enchanted arrows are both light and strong this unit can fire two at a time, but at the cost of range.
Requires Buildings
Deepwood Scouts (Swiftshiver Shards) Lv. 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
Deepwood Scouts (Swiftshiver Shards) x 3 Gaean Vale (Hall)
Gaean Vale (Hall)
(wh_dlc05_special_settlement_gaean_vale_4_wef)
Level 4
Occupied Lothern Level 4
Occupied Lothern Level 4
(wh_dlc05_special_settlement_lothern_4_wef)
Level 4
Deepwood Scouts (Swiftshiver Shards) x 2 Eternal Watcher's Garrison
Eternal Watcher's Garrison
(wh_dlc05_wef_garrison_3)
Level 2