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HomeHome / Total War: WARHAMMER III / The Awakened / 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
160 Zombie Pirate Deckhands Mob (Polearms)
Infantry / Halberd Infantry / wh2_dlc11_cst_inf_zombie_deckhands_mob_1
Zombie Pirate Deckhands Mob (Polearms)
The Deckhands’ polearms are rusty extensions of the decomposing arms that brandish them.
400 400 100 160 12000 90 15 35 23 14 20 27 3
3
60 Syreens
Infantry / Melee Infantry / wh2_dlc11_cst_inf_syreens
Syreens
Their howls turn even the bravest sailors stark white, spearing their souls like a lance through the heart.
850 850 213 60 6240 90 0 45 48 23 32 30 14
4
60 Depth Guard
Infantry / Berserker Axe Infantry / wh2_dlc11_cst_inf_depth_guard_0
Depth Guard
The Blood Knights of the sea are elite, armour-clad sentries to the dreaded seafaring creatures of the night.
1100 1200 300 60 7200 160 90 60 36 50 36 64 30
5
60 Depth Guard (Polearms)
Infantry / Halberd Infantry / wh2_dlc11_cst_inf_depth_guard_1
Depth Guard (Polearms)
The only thing scarier than a Depth Guard is one with a weapon that gives it an eight-foot reach.
1200 1300 325 60 7200 160 90 60 36 42 44 44 20