Left Panel
menu
HomeHome / Total War: WARHAMMER III / Wargrove of Woe / Units / Deepwood Scouts (Swiftshiver Shards)
Deepwood Scouts (Swiftshiver Shards) Wargrove of WoeWargrove of Woe Missile Infantry

Deepwood Scouts (Swiftshiver Shards)

Imagine the foe’s surprise when, in addition to the unexpected attack, their opponents loose two deadly, enchanted arrows at a time!

Deepwood Scouts hold the responsibility of patrolling those areas of the forest deemed too dangerous for Glade Guard to enter. To tread such paths, an Elf must be invisible not only to a predator’s sight but to his other senses also – no easy matter when contending with otherworldly creatures to whom Elven souls manifest as brightly burning lights. The Deepwood Scouts’ skills of stealth and concealment serve them well upon the battlefield. They are masters of ambush and distraction, the assassins of enemy artillery crews and of careless Wizards who stray too far from the protection of their allies. Indeed, many an invading army has been brought to battle utterly unaware that kinbands of Deepwood Scouts have dogged its footsteps for days. Only when battle lines clash do the Deepwood Scouts reveal themselves, sowing confusion and disruption among the enemy force.

Deepwood Scouts (Swiftshiver Shards)

Unit Name

Deepwood Scouts (Swiftshiver Shards)

Main Unit Key

wh_dlc05_wef_inf_deepwood_scouts_1

Land Unit Key

wh_dlc05_wef_inf_deepwood_scouts_1

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

213

Number of Units

80

Hit Points

5280

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_welf_sword_and_bow

├ Man Entity

wh_dlc05_wef_inf_deepwood_shard_blood_dismembers

├ Man Hit Points

8

├ Num Men

80

└ Bonus Hit Points

58

Mass

100

└ Man Mass

100.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

68

Speed

38

└ Man Speed

38

Melee Attack

18

Melee Defence

22

Weapon Strength

26

├ Melee Weapon

wh_dlc05_wef_sword_archer

Base Weapon Damage

23

Armour-Piercing Weapon Damage

3

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

7

Ammunition

22

Range

135

Missile Strength

33

├ Missile Weapon

wh_dlc05_wef_swift_shiver_bow

├ Projectile

wh_dlc05_wef_swiftshiver_arrow

Base Missile Damage

14

Armour-Piercing Missile Damage

4

├ Number of Projectiles

2

├ Shots per volley

1

Reload Time

11

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Woodsman
    This unit can pass through trees.
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Forest Stalker
    The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Master Ambusher
    This unit can move whilst hidden in any terrain, firing in any direction even whilst running!
  • Swift Shiver Shards
    As their enchanted arrows are both light and strong this unit can fire two at a time, but at the cost of range.