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HomeHome / Total War: WARHAMMER III / The Legion of Azgorh / Units / Missile Infantry
The Legion of Azgorh The Legion of Azgorh Units

Missile Infantry

Missile Infantry
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.
1
90 Hobgoblin Archers
Missile Infantry / Missile Infantry / wh3_dlc23_chd_inf_hobgoblin_archers
Hobgoblin Archers
Bows are the perfect weapon for the naturally cowardly Hobgoblins, for they get to kill from a safe distance and retreat in the screaming face of danger.
525 525 131 90 5220 90 25 40 35 18 24 28 10 24 130 15
2
80 Chaos Dwarf Blunderbusses
Missile Infantry / Close-Quarters Missile Infantry / wh3_dlc23_chd_inf_chaos_dwarf_blunderbusses
Chaos Dwarf Blunderbusses
Press the trigger just once and a veritable hail of spikey iron death is fired directly at the target. Truly the most destructive hand weapon in the world.
900 900 225 80 5840 150 85 65 28 28 32 34 6 30 90 49
3
80 The Granite Guard (Chaos Dwarf Blunderbusses)
Missile Infantry / Hybrid Missile Infantry / wh3_dlc23_chd_inf_chaos_dwarf_blunderbusses_ror
The Granite Guard (Chaos Dwarf Blunderbusses)
When their massed blunderbusses are presented, a headlong charge towards the elite Granite Guard is doomed to failure (and to be full of holes!).
1200 1200 300 80 6480 250 100 75 26 30 46 44 18 30 90 49
4
80 Infernal Guard (Fireglaives)
Missile Infantry / Hybrid Missile Infantry / wh3_dlc23_chd_inf_infernal_guard_fireglaives
Infernal Guard (Fireglaives)
A compact, heavily-constructed repeating handgun, the Fireglaive also incorporates a single-edged chopping blade, with which the Infernal Guard cut a literal swathe through the foe.
1250 1250 313 80 6480 250 100 75 26 30 42 34 8 30 145 33