Left Panel
menu
HomeHome / Total War: WARHAMMER III / Argwylon / Units
Lords
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
1 Glade Lord
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_female_glade_lord_0
Glade Lord
Above pride, vanity and selfish ego there is only Athel Loren.
850 1000 250 1 3908 400 50 75 46 65 60 360 30 30 190 350
2
1 Glade Lord (Elven Steed)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_female_glade_lord_1
Glade Lord (Elven Steed)
Above pride, vanity and selfish ego there is only Athel Loren.
1050 1000 275 1 4568 400 50 75 46 65 60 360 45 30 190 350
3
1 Glade Lord (Great Eagle)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_female_glade_lord_2
Glade Lord (Great Eagle)
Above pride, vanity and selfish ego there is only Athel Loren.
1400 1100 350 1 4848 400 50 75 46 65 40 440 70 30 190 350
4
1 Glade Lord (Forest Dragon)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_female_glade_lord_3
Glade Lord (Forest Dragon)
Above pride, vanity and selfish ego there is only Athel Loren.
2000 2200 550 1 7116 400 60 75 46 48 42 440 60 30 190 350
5
1 Glade Lord
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_0
Glade Lord
Above pride, vanity and selfish ego there is only Athel Loren.
850 1000 250 1 3908 400 50 75 46 65 60 360 30 30 190 350
6
1 Glade Lord (Elven Steed)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_1
Glade Lord (Elven Steed)
Above pride, vanity and selfish ego there is only Athel Loren.
1050 1000 275 1 4568 400 50 75 46 65 60 360 45 30 190 350
7
1 Glade Lord (Great Eagle)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_2
Glade Lord (Great Eagle)
Above pride, vanity and selfish ego there is only Athel Loren.
1400 1100 350 1 4848 400 50 75 46 65 40 440 70 30 190 350
8
1 Glade Lord (Forest Dragon)
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_3
Glade Lord (Forest Dragon)
Above pride, vanity and selfish ego there is only Athel Loren.
2000 2200 550 1 7116 400 60 75 46 48 42 440 60 30 190 350
9
1 Orion
Lords / Hybrid Weapon Specialist / wh_dlc05_wef_cha_orion_0
Orion
Orion is the Wood Elves; he is the Winds; he is Athel Loren itself.
1600 1600 250 1 7436 1600 30 100 55 65 40 490 65 12 140 400
Heroes
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.
10
1 Spellsinger (Beasts)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_beasts_0
Spellsinger (Beasts)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
300 1000 250 1 3420 400 15 60 34 33 34 240 20
11
1 Spellsinger (Beasts) (Elven Steed)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_beasts_1
Spellsinger (Beasts) (Elven Steed)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
500 1100 275 1 3840 400 15 60 34 33 34 240 34
12
1 Spellsinger (Beasts) (Great Eagle)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_beasts_2
Spellsinger (Beasts) (Great Eagle)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
850 1500 375 1 4672 400 30 60 34 44 30 390 62
13
1 Spellsinger (Beasts) (Unicorn)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_beasts_3
Spellsinger (Beasts) (Unicorn)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
600 1200 300 1 4396 400 15 60 34 40 34 240 50
14
1 Spellsinger (Life)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_life_0
Spellsinger (Life)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
300 1000 250 1 3420 400 15 60 34 33 34 240 20
15
1 Spellsinger (Life) (Elven Steed)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_life_1
Spellsinger (Life) (Elven Steed)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
500 1100 275 1 3840 400 15 60 34 33 34 240 34
16
1 Spellsinger (Life) (Great Eagle)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_life_2
Spellsinger (Life) (Great Eagle)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
850 1500 375 1 4672 400 30 60 34 44 30 390 62
17
1 Spellsinger (Life) (Unicorn)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_life_3
Spellsinger (Life) (Unicorn)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
600 1200 300 1 4396 400 15 60 34 40 34 240 50
18
1 Spellsinger (Shadows)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_shadows_0
Spellsinger (Shadows)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
300 1000 250 1 3420 400 15 60 34 33 34 240 20
19
1 Spellsinger (Shadows) (Elven Steed)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_shadows_1
Spellsinger (Shadows) (Elven Steed)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
500 1100 275 1 3840 400 15 60 34 33 34 240 34
20
1 Spellsinger (Shadows) (Great Eagle)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_shadows_2
Spellsinger (Shadows) (Great Eagle)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
850 1500 375 1 4672 400 30 60 34 44 30 390 62
21
1 Spellsinger (Shadows) (Unicorn)
Heroes / Wizard / wh_dlc05_wef_cha_spellsinger_shadows_3
Spellsinger (Shadows) (Unicorn)
Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.
600 1200 300 1 4396 400 15 60 34 40 34 240 50
22
1 Waystalker
Heroes / Hybrid Weapon Specialist / wh_dlc05_wef_cha_waystalker_0
Waystalker
Never missing the mark, one alone is a deadly, formidable opponent.
600 1000 250 1 3688 400 40 60 42 55 45 325 28 30 190 350
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.
23
100 Eternal Guard
Infantry / Spear Infantry / wh_dlc05_wef_inf_eternal_guard_0
Eternal Guard
Beneath the fortress of boughs, Athel Loren is defended with blood.
475 475 119 100 7200 100 40 80 33 26 36 24 10
24
100 Dryads
Infantry / Creature Infantry / wh_dlc05_wef_inf_dryads_0
Dryads
There is no bargaining when the forest is damaged; vengeance will be exacted.
550 550 138 100 7000 140 60 65 43 35 25 40 18
25
100 Eternal Guard (Shields)
Infantry / Spear Infantry / wh_dlc05_wef_inf_eternal_guard_1
Eternal Guard (Shields)
The spear and shield of the Wood Elves, seldom bested in combat.
550 550 138 100 7200 100 40 80 33 26 44 24 6
26
100 Wardancers
Infantry / Dual Sword Infantry / wh_dlc05_wef_inf_wardancers_0
Wardancers
Floating and weaving through the battle line; an expressive demonstration of violence.
750 750 200 100 6800 110 15 70 46 40 38 36 24
27
100 Wildwood Rangers
Infantry / Glaive Infantry / wh_dlc05_wef_inf_wildwood_rangers_0
Wildwood Rangers
Agile and deadly in melee - an excellent first-response to impending threats.
900 900 225 100 8400 110 40 80 38 48 36 36 22
28
100 Wardancers (Asrai Spears)
Infantry / Spear Infantry / wh_dlc05_wef_inf_wardancers_1
Wardancers (Asrai Spears)
When deadly Asrai spears are wielded, the war dance is an intricate performance ending in the foes' death.
950 950 238 100 6800 110 15 70 46 30 49 32 12
29
100 Bladesingers
Infantry / Dual Sword Infantry / wh2_dlc16_wef_inf_bladesingers_0
Bladesingers
Like all adherents of the Trickster-God, Bladesingers are sublime warriors of grace and rhythmic brutality.
1200 1200 300 100 8400 110 15 80 46 48 42 36 34
30
100 Wraiths of the Frozen Heart (Dryads)
Infantry / Creature Infantry / wh2_dlc16_wef_inf_dryads_ror_0
Wraiths of the Frozen Heart (Dryads)
Exiled on their own accord from the frosty cage of the Winterheart, these Dryads carry the biting chill of their home realm.
825 825 206 100 7000 140 60 75 43 44 32 40 18
31
100 Winterheart Guards (Eternal Guard - Shields)
Infantry / Spear Infantry / wh_pro04_wef_inf_eternal_guard_ror_0
Winterheart Guards (Eternal Guard - Shields)
These noble sons from the High Realms of Athel Loren practice the art of war with obsession.
850 850 213 100 7200 100 40 100 33 34 54 24 6
32
100 Loec's Tricksters (Wardancers - Asrai Spears)
Infantry / Spear Infantry / wh_pro04_wef_inf_wardancers_ror_0
Loec's Tricksters (Wardancers - Asrai Spears)
The most favoured Asrai of the Trickster God are dazzling, deceptive, and deadly in equal measure.
1300 1300 325 100 6800 110 15 80 46 40 60 32 12
33
100 Wardens of Cythral (Wildwood Rangers)
Infantry / Spear Infantry / wh_pro04_wef_inf_wildwood_rangers_ror_0
Wardens of Cythral (Wildwood Rangers)
Centuries of defending the forest against the malevolent spirits of the Wildwood has gifted them an unparalleled vigilance.
1200 1200 300 100 8400 110 40 90 38 59 45 33 12
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.
34
80 Glade Guard
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_glade_guard_0
Glade Guard
In many ways, these warriors define the armies of Athel Loren - their bows and blades are at the forefront of any action.
500 500 125 80 5520 100 15 60 36 20 27 26 7 22 170 20
35
80 Glade Guard (Hagbane Tips)
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_glade_guard_2
Glade Guard (Hagbane Tips)
The definitive Wood Elf warriors within the armies of Athel Loren, bolstered by magical, poisoned arrow-tips for additional advantage.
600 600 150 80 5520 100 15 60 36 20 27 26 7 22 170 20
36
80 Glade Guard (Starfire Shafts)
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_glade_guard_1
Glade Guard (Starfire Shafts)
Stalwarts of Athel Loren’s Elven armies, these bow and blade-armed warriors’ arrows burn with an enchanted flame to ignite flammable targets.
650 650 163 80 5520 100 15 60 36 20 27 26 7 22 170 16
37
80 Deepwood Scouts
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_deepwood_scouts_0
Deepwood Scouts
Surprise is the greatest of weapons, enabling the stealthy to strike first and hardest, and tip the odds in their favour.
700 700 175 80 5280 100 15 68 38 18 22 26 7 22 180 20
38
80 Deepwood Scouts (Swiftshiver Shards)
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_deepwood_scouts_1
Deepwood Scouts (Swiftshiver Shards)
Imagine the foe’s surprise when, in addition to the unexpected attack, their opponents loose two deadly, enchanted arrows at a time!
850 850 213 80 5280 100 15 68 38 18 22 26 7 22 135 33
39
60 Waywatchers
Missile Infantry / Missile Infantry / wh_dlc05_wef_inf_waywatchers_0
Waywatchers
Those who enter Athel Loren without permission must answer for such a transgression.
1200 1200 300 60 5040 100 15 72 40 28 28 32 12 23 190 24
40
60 Hawk-Eyes of Drakira (Waywatchers)
Missile Infantry / Missile Infantry / wh_pro04_wef_inf_waywatchers_ror_0
Hawk-Eyes of Drakira (Waywatchers)
A shower of arrows let loose from behind a constricting wall of smoke awaits any trespassing enemies of the forest.
1500 1500 375 60 5040 100 15 82 40 36 36 32 12 23 190 29
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.
41
60 Glade Riders (Spears)
Cavalry & Chariots / Shock Cavalry / wh2_dlc16_wef_cav_glade_riders_2
Glade Riders (Spears)
The Asrai’s mounted warriors wield their humble spears with graceful skill, piercing through enemy battle lines with unflappable confidence.
550 550 138 60 4980 100 15 60 35 28 32 28 40
42
60 Wild Riders
Cavalry & Chariots / Melee Cavalry / wh_dlc05_wef_cav_wild_riders_0
Wild Riders
Galloping to war with Orion, his personal guard bring a calamity to all who stand against them.
1100 1100 275 60 6420 100 40 70 33 34 25 40 62
43
60 Wild Riders (Shields)
Cavalry & Chariots / Melee Cavalry / wh_dlc05_wef_cav_wild_riders_1
Wild Riders (Shields)
Galloping to war with Orion, his personal guard bring a calamity to all who stand against them.
1200 1200 300 60 6420 100 40 70 33 34 31 40 62
44
32 Great Stag Knights
Cavalry & Chariots / Monstrous Shock Cavalry / wh2_dlc16_wef_cav_great_stag_knights_0
Great Stag Knights
Tamed only by the righteous, the sight of a charging Great Stag is a terrifying glimpse into the raging heart of the forest.
1500 1500 375 32 6784 100 60 75 33 35 32 63 70
45
32 Lost Sylvan Knights (Great Stag Knights)
Cavalry & Chariots / Monstrous Shock Cavalry / wh2_dlc16_wef_cav_great_stag_knights_ror_0
Lost Sylvan Knights (Great Stag Knights)
All dread the coming of the stampeding Sylvan Knights, whose ghostly forms terrorise the forest’s fringes.
2000 2000 500 32 5984 100 0 85 33 44 40 53 70
46
60 Wild Hunters of Kurnous (Wild Riders - Shields)
Cavalry & Chariots / Melee Cavalry / wh_pro04_wef_cav_wild_riders_ror_0
Wild Hunters of Kurnous (Wild Riders - Shields)
Otherworldly riders, swift and formidable, fighting viciously in the name of the Lord of all forests and beasts.
1500 1500 375 60 6420 100 40 80 33 43 39 40 62
Missile 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.
47
60 Glade Riders
Missile Cavalry & Chariots / Missile Cavalry / wh_dlc05_wef_cav_glade_riders_0
Glade Riders
Agile and swift beyond measure, these mounted warriors' missiles spell doom for their opponents.
700 700 175 60 4800 100 15 60 35 28 24 28 24 20 150 20
48
60 Glade Riders (Hagbane Tips)
Missile Cavalry & Chariots / Missile Cavalry / wh_dlc05_wef_cav_glade_riders_1
Glade Riders (Hagbane Tips)
Swift and deadly, these mounted archers use arrows dipped in poison and charged with magic to weaken and slow their targets.
825 825 206 60 4800 100 15 60 35 28 24 28 24 20 150 20
49
24 Hawk Riders
Missile Cavalry & Chariots / Flying Missile Cavalry / wh_dlc05_wef_cav_hawk_riders_0
Hawk Riders
The bond between the Elves and the Hawks is unbreakable.
1050 1050 263 24 4368 100 15 60 33 30 24 45 46 22 140 39
50
48 Sisters of the Thorn
Missile Cavalry & Chariots / Magical Cavalry / wh_dlc05_wef_cav_sisters_thorn_0
Sisters of the Thorn
Ariel's handmaidens know only the defence of their Queen and the forest - an eternal duty, never forsworn.
1200 1200 300 48 4896 100 15 85 33 34 33 28 30 18 90 38
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.
51
1 Great Eagle
Monsters & Beasts / Monstrous Beast / wh_dlc05_wef_mon_great_eagle_0
Great Eagle
When the skies are dark and the need is great, these noble avians come to the aid of their Elven friends.
800 800 200 1 4663 1300 30 60 70 44 30 390 62
52
16 Tree Kin
Monsters & Beasts / Monstrous Infantry / wh_dlc05_wef_mon_treekin_0
Tree Kin
The strongest of souls gather the forest around them and are reborn as instruments of its defence.
900 900 225 16 8768 1500 90 70 34 26 46 86 12
53
1 Treeman
Monsters & Beasts / Monster / wh_dlc05_wef_mon_treeman_0
Treeman
A powerful flurry of knots and branches, striking out in the midst of the battle; the will of the forest made real.
1500 1500 375 1 9828 7000 110 90 35 45 56 450 30
54
16 Zoats
Monsters & Beasts / Monstrous Beasts / wh2_dlc16_wef_mon_zoats
Zoats
Its origins and purpose are a mystery, but a Zoat’s legendary strength and innate power are known by all who share its battlefield.
1700 1700 425 16 8416 1700 60 75 64 30 40 100 28
55
1 Forest Dragon
Monsters & Beasts / Flying Monster / wh_dlc05_wef_forest_dragon_0
Forest Dragon
These wise, winged bastions of the forest will see it defended, as they have done for countless centuries.
1600 1800 450 1 7008 4000 60 65 65 46 38 440 60
56
1 Durthu
Monsters & Beasts / Monster / wh_dlc05_wef_cha_durthu_0
Durthu
Even the wisest, most ancient of gentle spirits can be bent to violence by savage, unrelenting war.
1800 1800 450 1 9828 7000 110 90 35 65 48 490 40
57
16 Enigmas of Ghyran (Zoats)
Monsters & Beasts / Monstrous Beasts / wh2_dlc16_wef_mon_zoats_ror_0
Enigmas of Ghyran (Zoats)
Should storms of magic rage over unchartered woodlands, it may be a portent that monstrous and sinister things dwell within…
2050 2050 513 16 8416 1700 60 85 64 38 50 100 28
58
16 Firebark Elders (Tree Kin)
Monsters & Beasts / Monstrous Infantry / wh_pro04_wef_mon_treekin_ror_0
Firebark Elders (Tree Kin)
Within these living, walking timbers, the souls of great Elven warriors wield powers of incendiary magic.
1100 1100 275 16 8768 1500 90 80 34 34 57 86 12