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Gate Guard YvresseYvresse Missile Infantry

Gate Guard

The Emerald Gate - one of the wonders of the Old World - is guarded only by the best of the best.

The mountain range to the north-west of Ulthuan face the Dark Elves’ kingdom of Naggaroth. It is no coincidence, then, that each of the mountain passes is guarded by a massive fortress, built around equally the massive gates through which the High Elves control access to Ulthuan’s interior – Dragon Gate, Griffon Gate, Phoenix Gate, Unicorn Gate, and Eagle Gate. Each fortress maintains a sizeable garrison whose duty it is to defend their gate to the very last Elf should the Druchii – or indeed anything else – come calling with host in tow and an aggressive intent. The Gate Guards populating its garrison are highly skilled in the operation of the various traps and war engines positioned at strategic choke points around the battlements and atop the gates themselves, adept at all forms of hand-held missile weaponry, and masters of hand-to-hand combat, lest any attackers achieve the unthinkable and begin to break through the extensive fortifications.

Gate Guard

Unit Name

Gate Guard

Main Unit Key

wh2_main_hef_inf_gate_guard

Land Unit Key

wh2_main_hef_inf_gate_guard

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile & Spear Infantry

Caste

Melee Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

213

Number of Units

90

Hit Points

6120

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_elf_spear_and_bow

├ Man Entity

wh2_main_hef_infantry_heavy_blood_dismembers

├ Man Hit Points

8

├ Num Men

90

└ Bonus Hit Points

60

Mass

150

└ Man Mass

150.0000

Armour

50

├ Armour

wh2_main_chainmail_50

├ Shield

none

Missile Block Chance

0

Leadership

72

Speed

33

└ Man Speed

33

Melee Attack

28

Melee Defence

32

Weapon Strength

30

├ Melee Weapon

wh2_main_hef_spear_gate_guard

Base Weapon Damage

21

Armour-Piercing Weapon Damage

9

Bonus vs. Large

16

Bonus vs. Infantry

0

Charge Bonus

4

Ammunition

22

Range

180

Missile Strength

17

├ Missile Weapon

wh2_main_hef_longbow_arrow

├ Projectile

wh2_main_hef_longbow_arrow

Base Missile Damage

16

Armour-Piercing Missile Damage

3

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

11

Accuracy

10

Reload Skill

0

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

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.

Strengths & Weaknesses

  • Good Range
    This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.
  • 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.