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HomeHome / Total War: WARHAMMER III / Eyes of the Jungle / Units
Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
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.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
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.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
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.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
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.
1
1 Glade Lord
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_0
Glade Lord
Above pride, vanity and selfish ego there is only Athel Loren.
850 1000 250 1 3908 400 50 75 46 65 60 360 30 30 190 350
2
1 Glade Lord (Elven Steed)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_1
Glade Lord (Elven Steed)
Above pride, vanity and selfish ego there is only Athel Loren.
1050 1000 275 1 4568 400 50 75 46 65 60 360 45 30 190 350
3
1 Glade Lord (Great Eagle)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_2
Glade Lord (Great Eagle)
Above pride, vanity and selfish ego there is only Athel Loren.
1400 1100 350 1 4848 400 50 75 46 65 40 440 70 30 190 350
4
1 Glade Lord (Forest Dragon)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_3
Glade Lord (Forest Dragon)
Above pride, vanity and selfish ego there is only Athel Loren.
2000 2200 550 1 7116 400 60 75 46 48 42 440 60 30 190 350
Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
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.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
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.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
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.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
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.
5
100 Wildwood Rangers
Infantry / Glaive Infantry / wh_dlc05_wef_inf_wildwood_rangers_0
Wildwood Rangers
Agile and deadly in melee - an excellent first-response to impending threats.
900 900 225 100 8400 110 40 80 38 48 36 36 22
Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
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.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
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.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
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.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
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.
6
80 Shades (Greatswords)
Missile Infantry / Missile Infantry / wh2_main_def_inf_shades_2
Shades (Greatswords)
The strength of these spiteful warriors is borne out by the horrific power of their weapons.
1100 1050 288 80 6720 90 30 68 42 40 34 36 20 18 130 30
7
60 Waywatchers
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_waywatchers_0
Waywatchers
Those who enter Athel Loren without permission must answer for such a transgression.
1200 1200 300 60 5040 100 15 72 40 28 28 32 12 23 190 24
Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
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.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
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.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
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.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
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.
8
48 Cold One Knights
Cavalry & Chariots / Cold One Spear Cavalry / wh2_main_def_cav_cold_one_knights_0
Cold One Knights
Armed with a mighty lance for a powerful charge, then enchanted swords to deliver punishment up close.
1000 1000 250 48 5568 100 90 75 33 29 28 42 44
Missile Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
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.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
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.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
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.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
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.
9
24 Hawk Riders
Missile Cavalry & Chariots / Flying Missile Cavalry / wh_dlc05_wef_cav_hawk_riders_0
Hawk Riders
The bond between the Elves and the Hawks is unbreakable.
1050 1050 263 24 4368 100 15 60 33 30 24 45 46 22 140 39
10
48 Sisters of the Thorn
Missile Cavalry & Chariots / Magical Cavalry / wh_dlc05_wef_cav_sisters_thorn_0
Sisters of the Thorn
Ariel's handmaidens know only the defence of their Queen and the forest - an eternal duty, never forsworn.
1200 1200 300 48 4896 100 15 85 33 34 33 28 30 18 90 38