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HomeHome / Total War: WARHAMMER III / Nagarythe / Units / Prince
Prince NagarytheNagarythe Lords

Prince

High Elf aristocrats are precise and calculating, and they bring this nature to the battlefield.

The noble families of Ulthuan have led the High Elves through times of peace and conflict for thousands of years. They pride themselves on a deep sense of honour, as well as the mastery of both diplomacy and war as art forms. The High Elves believe an existence lived without precision to be hollow, and scarcely preferable to death. Any Elven aristocrat is just at home fighting with sword in bloody melee as he is loosing deathly-accurate arrows from afar, or even dictating the strategy from a greater distance still. Depending on their wealth and the kingdom of their birth, the princes and princesses of Ulthuan fight in many different ways. Those of Tiranoc typically do battle from the back of swift-wheeled chariots, while the lords of Lothern often stand, spear and bow in hand, amidst the ranks of the Sea Guard. Those with the greatest wealth might ride upon a Great Eagle or Griffon or, in the case of the mightiest princes and princesses of Caledor, a Dragon. Such steeds are invariably a symbol of status, as well as lending a brutal advantage in the midst of battle.

Prince

Unit Name

Prince

Main Unit Key

wh2_main_hef_cha_prince_0

Land Unit Key

wh2_main_hef_cha_prince_0

Land Unit Group Parents

Lords

Land Unit Group

Sword Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

213

Number of Units

1

Hit Points

4068

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_elf_sword_and_shield

├ Man Entity

wh2_main_hef_infantry_hero_prince_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4060

Mass

500

└ Man Mass

500.0000

Armour

80

├ Armour

wh2_main_plate_80

├ Shield

wh_missile_block_55_metal

Missile Block Chance

55

Leadership

80

Speed

36

└ Man Speed

36

Melee Attack

60

Melee Defence

60

Weapon Strength

400

├ Melee Weapon

wh2_main_hef_prince_sword

Base Weapon Damage

260

Armour-Piercing Weapon Damage

140

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

30

Abilities

  • Martial Prowess
    High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
    Melee Attack +2
    Melee Defence +12
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
    Charge Bonus x 160%
    Armour-Piercing Weapon Damage x 125%
    Base Weapon Damage x 125%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • Stand Your Ground!
    On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
    Melee Defence +24
    Leadership +16

Attributes

  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Melee Expert
    Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.