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Missile Infantry

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.
1
90 Darkshards
Missile Infantry / Missile Infantry / wh2_main_def_inf_darkshards_0
Darkshards
True to their name, they wither their enemies with volleys of black-tipped arrows.
550 550 138 90 5670 100 30 56 33 18 16 24 6 18 125 20
2
90 Darkshards (Shields)
Missile Infantry / Missile Infantry / wh2_main_def_inf_darkshards_1
Darkshards (Shields)
True to their name, they wither their enemies with volleys of black-tipped arrows.
600 650 163 90 5670 100 30 56 33 18 24 24 6 18 125 20
3
100 Black Ark Corsairs (Handbows)
Missile Infantry / Handbow Infantry / wh2_main_def_inf_black_ark_corsairs_1
Black Ark Corsairs (Handbows)
Defeat and conquest, at the end of a quarrel.
750 750 188 100 6900 100 80 66 40 32 28 32 16 16 70 20
4
90 The Bolt-fiends (Darkshards - Shields)
Missile Infantry / Missile Infantry / wh2_dlc10_def_inf_the_bolt_fiends_ror_0
The Bolt-fiends (Darkshards - Shields)
A bolt in the eye is a terrible way to die, and the calling card of the Bolt-fiends.
850 850 213 90 5670 100 30 66 33 24 31 24 6 18 145 24
5
80 Shades
Missile Infantry / Missile Infantry / wh2_main_def_inf_shades_0
Shades
Betrayed and outcast by their peers, they bring savage vengeance to any who cross them.
950 950 238 80 6720 90 30 68 42 40 32 30 16 18 130 30
6
80 Shades (Dual Weapons)
Missile Infantry / Missile Infantry / wh2_main_def_inf_shades_1
Shades (Dual Weapons)
The twin blades of these spurned Elves are brought to bear with truly brutal results.
1000 1050 263 80 6720 90 30 68 42 44 30 35 20 18 130 30
7
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