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HomeHome / Total War: WARHAMMER III / Naggarond / Units / Black Guard of Naggarond
Black Guard of Naggarond NaggarondNaggarond Infantry

Black Guard of Naggarond

The Witch King is defended, at halberd-point, from those who would do him harm. Imagine such a thing!

The Black Guard are Malekith's personal army, answerable to no other save he. They are recruited from the offspring of families high in the Witch King's favour, taken at birth from mothers who are soon thereafter put to the sword. With no family ties to distract them, these children are raised within the barracks of the Black Guard and taught the myriad skills of death and destruction that are required of Malekith's foremost elite. The barracks of the Black Guard are divided into twenty towers which compete against each other in contests of war and torture. The Witch King grimly encourages competition between the towers and each year, at the beginning of the Season of Blood, a tournament is held to determine which tower will hold dominance over the others for the coming year. The leaders of these factions are the Tower Masters, veterans of the Black Guard so inculcated with death and battle that they choose to continue in Malekith's service after their two centuries of duty have been completed. These hardened warriors rule their underlings with a will of iron, determined that their tower shall not be shamed by lack of discipline - or worse, a glimmer of mercy - on the part of their charges.

Black Guard of Naggarond
Black Guard of Naggarond

Unit Name

Black Guard of Naggarond

Main Unit Key

wh2_main_def_inf_black_guard_0

Land Unit Key

wh2_main_def_inf_black_guard_0

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Number of Units

100

Hit Points

9000

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_elf_halberd

├ Man Entity

wh2_main_def_infantry_heavy_blood_dismembers

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

82

Mass

160

└ Man Mass

160.0000

Armour

100

├ Armour

wh2_main_chainmail_100

├ Shield

none

Missile Block Chance

0

Leadership

90

Speed

31

└ Man Speed

31

Melee Attack

36

Melee Defence

48

Weapon Strength

44

├ Melee Weapon

wh2_main_def_halberd

Base Weapon Damage

14

Armour-Piercing Weapon Damage

30

Bonus vs. Large

24

Bonus vs. Infantry

0

Charge Bonus

18

Abilities

  • Murderous Mastery
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
    Charge Bonus x 125%
    Melee Attack x 125%
    Leadership +15
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.