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No. | Unit |
Custom Battle Cost
Custom Battle Cost
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Recruitment Cost
Recruitment Cost
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Upkeep Cost
Upkeep Cost
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Number of Units
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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. |
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1 |
Infantry /
Cudgel Infantry / wh2_main_lzd_inf_skink_cohort_0 Skink Cohort The diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder. |
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300 | 300 | 75 | 160 | 8000 | 90 | 30 | 55 | 46 | 20 | 24 | 25 | 10 | ||||||||||
2 |
Infantry /
Great Axe Infantry / wh2_dlc12_lzd_inf_skink_red_crested_0 Red Crested Skinks These Skinks are differentiated by their impressive red crests, but are also stronger and cleverer than their lesser cousins. |
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575 | 575 | 144 | 120 | 8040 | 80 | 30 | 62 | 46 | 26 | 19 | 24 | 21 | ||||||||||
3 |
Infantry /
Shock Infantry / wh2_dlc17_lzd_inf_chameleon_stalkers_0 Chameleon Stalkers The forces of Chaos cannot defend against what they cannot see. |
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650 | 675 | 169 | 90 | 5940 | 70 | 40 | 65 | 48 | 22 | 36 | 25 | 25 | 2 | 50 | 67 | |||||||
4 |
Infantry /
Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_0 Saurus Spears The charge will fall upon them and be repelled by resolute hands bearing resolute polearms. |
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750 | 750 | 188 | 100 | 10200 | 190 | 60 | 75 | 31 | 24 | 32 | 42 | 10 | ||||||||||
5 |
Infantry /
Mace Infantry / wh2_main_lzd_inf_saurus_warriors_0 Saurus Warriors The standard, hardy warriors of the Lizardmen battleline. Their clubs are inelegant, but effective. |
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750 | 750 | 188 | 100 | 10200 | 190 | 60 | 75 | 31 | 29 | 28 | 52 | 16 | ||||||||||
6 |
Infantry /
Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_1 Saurus Spears (Shields) Watch as the foe throws itself upon these warriors' spears. Those who survive must then face shield and claw. |
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800 | 800 | 200 | 100 | 10200 | 190 | 60 | 75 | 31 | 24 | 38 | 42 | 10 | ||||||||||
7 |
Infantry /
Mace Infantry / wh2_main_lzd_inf_saurus_warriors_1 Saurus Warriors (Shields) Holding the line against the enemy charge, braced with shields and fierce with primordial determination. |
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800 | 800 | 200 | 100 | 10200 | 190 | 60 | 75 | 31 | 29 | 34 | 52 | 16 | ||||||||||
8 |
Infantry /
Halberd Infantry / wh2_main_lzd_inf_temple_guards Temple Guards The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds. |
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1200 | 1200 | 300 | 100 | 10700 | 210 | 85 | 85 | 31 | 31 | 38 | 42 | 14 | ||||||||||
9 |
Infantry /
Halberd Infantry / wh2_main_lzd_inf_temple_guards_nakai Temple Guards The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds. |
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1200 | 1200 | 300 | 100 | 10700 | 210 | 85 | 85 | 31 | 31 | 38 | 42 | 14 | ||||||||||
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