Phoenix Guard
At the heart of the battle, in the thickest fighting, highly-trained and utterly silent.The Phoenix Guard are the guardians of the Shrine of Asuryan, the great pyramid temple in the Sea of Dreams. Deep within lies the Chamber of Days. On its ancient walls, it is said, are the histories of past, present and future, etched in words of fire. Legend tells that any who behold that wall shall forever be cursed with the knowledge of their own death. Regiments of Phoenix Guard are always found where the fighting is fiercest and victory hardest won, for their gift allows them to see confluences and crux points upon the battlefield that lie hidden to mortal eyes. Each warrior knows his appointed hour of death, but none seek to delay that fatal moment. Whether battle brings victory or defeat, life or death, the Phoenix Guard fight on without fear.
Unit Name Phoenix Guard |
Main Unit Key wh2_main_hef_inf_phoenix_guard |
Land Unit Key wh2_main_hef_inf_phoenix_guard |
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 1400 |
Upkeep Cost 350 |
Number of Units 100 |
8400 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1d_elf_halberd |
├ Man Entity wh2_main_hef_infantry_standard_blood_dismembers_phoenix_guard |
├ Man Hit Points 8 |
├ Num Men 100 |
└ Bonus Hit Points 76 |
150 |
└ Man Mass 150.0000 |
100 |
├ Armour wh2_main_plate_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 90 |
32 |
└ Man Speed 32 |
Melee Attack 38 |
40 |
36 |
├ Melee Weapon wh2_main_hef_halberd |
├ Base Weapon Damage 11 |
├ Armour-Piercing Weapon Damage 25 |
├ Bonus vs. Large 20 |
└ Bonus vs. Infantry 0 |
Charge Bonus 10 |
Abilities
-
Martial Mastery
While all High Elves have excellent martial prowess, those that continue upon the path of the warrior will further excel in armed combat.
Melee Attack +8
Melee Defence +12
Attributes
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
Expert Charge Defence
When bracing, this unit negates the charge bonus of any 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.
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 All
When standing and bracing against a charge 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |