Left Panel
Infantry | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
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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. |
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1 |
Infantry /
Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_1 Saurus Spears (Shields) Watch as the foe throws itself upon these warriors' spears. Those who survive must then face shield and claw. |
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800 | 800 | 200 | 100 | 10200 | 190 | 60 | 75 | 31 | 24 | 38 | 42 | 10 | ||||||||||
2 |
Infantry /
Mace Infantry / wh2_main_lzd_inf_saurus_warriors_1 Saurus Warriors (Shields) Holding the line against the enemy charge, braced with shields and fierce with primordial determination. |
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800 | 800 | 200 | 100 | 10200 | 190 | 60 | 75 | 31 | 29 | 34 | 52 | 16 | ||||||||||
3 |
Infantry /
Mace Infantry / wh2_main_lzd_cha_saurus_old_blood_0 Saurus Oldblood Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike. |
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1000 | 1000 | 250 | 1 | 4640 | 1100 | 95 | 75 | 34 | 49 | 52 | 430 | 35 | ||||||||||
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Cavalry & Chariots | ||||||||||||||||||||||
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. |
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4 |
Cavalry & Chariots /
Cold One Cavalry / wh2_main_lzd_cav_cold_ones_1 Cold One Riders Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs. |
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850 | 850 | 213 | 48 | 6096 | 100 | 90 | 75 | 33 | 31 | 28 | 50 | 32 | ||||||||||
5 |
Cavalry & Chariots /
Cold One Spear Cavalry / wh2_main_lzd_cav_cold_one_spearmen_1 Cold One Spear-Riders A pack of Cold Ones, ridden with skill, can charge powerfully into melee and remain there for some time. |
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1000 | 1000 | 250 | 48 | 6096 | 100 | 90 | 75 | 33 | 26 | 28 | 48 | 32 | ||||||||||
6 |
Cavalry & Chariots /
Cold One Cavalry / wh2_main_lzd_cha_saurus_old_blood_1 Saurus Oldblood (Cold One) Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike. |
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1300 | 1300 | 325 | 1 | 5220 | 1100 | 110 | 75 | 34 | 49 | 52 | 450 | 55 | ||||||||||
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Monsters & Beasts | ||||||||||||||||||||||
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. |
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7 |
Monsters & Beasts /
Monstrous Infantry / wh2_main_lzd_mon_kroxigors Kroxigor The perfect shock troop smashes into enemy lines, devastating their confidence by inflicting many casualties. |
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1000 | 1000 | 250 | 16 | 8160 | 1400 | 100 | 70 | 46 | 30 | 32 | 100 | 22 | ||||||||||
8 |
Monsters & Beasts /
Monster / wh2_main_lzd_cha_saurus_old_blood_2 Saurus Oldblood (Carnosaur) Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike. |
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1950 | 2000 | 500 | 1 | 7952 | 1100 | 95 | 75 | 34 | 45 | 44 | 440 | 50 | ||||||||||
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