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![The Sunken Land Corsairs](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh2_dlc11_cst_harpoon_the_sunken_land_corsairs/mon_256.png)
Units
- Infantry (2)
- Missile Infantry (1)
- Cavalry & Chariots (1)
- Missile Cavalry & Chariots (1)
- Monsters & Beasts (1)
- Artillery & War Machines (1)
Infantry | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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1 |
![]() ![]() Dreadspears The bulk of Dark Elf armies, with spears as unwavering as their pride. |
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450 | 450 | 113 | 120 | 7560 | 100 | 40 | 66 | 33 | 26 | 42 | 25 | 8 | ||||||||||
2 |
![]() ![]() Black Ark Corsairs The cut and thrust of melee is child's play to those trained on tumultuous seas. |
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650 | 650 | 163 | 100 | 6900 | 100 | 80 | 66 | 40 | 36 | 28 | 35 | 20 | ||||||||||
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Missile Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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3 |
![]() ![]() Darkshards True to their name, they wither their enemies with volleys of black-tipped arrows. |
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550 | 550 | 138 | 90 | 5670 | 100 | 30 | 56 | 33 | 18 | 16 | 24 | 6 | 18 | 125 | 20 | |||||||
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Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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4 |
![]() ![]() Dark Riders Fast and nimble, dodging enemy fire to deliver incisive hit-and-run charges to enemy lines. |
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450 | 450 | 113 | 60 | 5040 | 100 | 30 | 55 | 33 | 24 | 24 | 28 | 40 | ||||||||||
|
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Missile Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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5 |
![]() ![]() Dark Riders (Repeater Crossbow) Being everywhere and nowhere is their signature skill, with volleys of fire to harass the foe. |
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650 | 650 | 163 | 60 | 4860 | 100 | 30 | 52 | 33 | 18 | 16 | 24 | 20 | 16 | 115 | 20 | |||||||
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Monsters & Beasts | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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6 |
![]() ![]() Harpies With savage claws and malicious temperament, to rip through enemies with grim delight. |
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500 | 600 | 150 | 60 | 5220 | 200 | 15 | 52 | 48 | 22 | 38 | 44 | 20 | ||||||||||
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Artillery & War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
|||||
7 |
![]() ![]() Reaper Bolt Throwers Their bolts strike with such force that, should their targets survive, they are unfit to live even as slaves. |
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700 | 700 | 175 | 4 | 3536 | 2100 | 30 | 70 | 22 | 10 | 15 | 24 | 2 | 24 | 350 | 136 | |||||||
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