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HomeHome / Total War: WARHAMMER III / Shark Strait Seadogs / Units / Infantry
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.
1
160 Zombie Pirate Deckhands Mob
Infantry / Dual Sword Infantry / wh2_dlc11_cst_inf_zombie_deckhands_mob_0
Zombie Pirate Deckhands Mob
These Undead mariners are competent crewmen and relentless fighters, making them ideal pirates.
300 300 75 160 12000 90 15 35 23 17 15 29 10
2
120 Crypt Ghouls
Infantry / Cudgel Infantry / wh_main_vmp_inf_crypt_ghouls
Crypt Ghouls
Crypt Ghouls are barely sentient but they can fight, using their claws and makeshift weapons to rip men apart.
600 500 125 120 7560 90 10 54 38 32 25 40 16
3
60 Cairn Wraiths
Infantry / Scythe Infantry / wh_main_vmp_inf_cairn_wraiths
Cairn Wraiths
Extremely effective in battle, the Cairn Wraith has no corporeal form, making it extremely difficult to kill with conventional weaponry.
850 850 213 60 6240 90 0 45 48 28 26 44 20
4
120 Grave Guard
Infantry / Sword Infantry / wh_main_vmp_inf_grave_guard_0
Grave Guard
Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights.
850 850 213 120 9840 100 90 50 27 26 36 40 8