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Argwylon Units
Units
- Lords (9)
- Heroes (13)
- Infantry (11)
- Missile Infantry (7)
- Cavalry & Chariots (6)
- Missile Cavalry & Chariots (4)
- Monsters & Beasts (8)
Lords | ||||||||||||||||||||||
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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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1 |
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. |
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850 | 1000 | 250 | 1 | 3908 | 400 | 50 | 75 | 46 | 65 | 60 | 360 | 30 | 30 | 190 | 350 | |||||||
2 |
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. |
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1050 | 1000 | 275 | 1 | 4568 | 400 | 50 | 75 | 46 | 65 | 60 | 360 | 45 | 30 | 190 | 350 | |||||||
3 |
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. |
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1400 | 1100 | 350 | 1 | 4848 | 400 | 50 | 75 | 46 | 65 | 40 | 440 | 70 | 30 | 190 | 350 | |||||||
4 |
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. |
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2000 | 2200 | 550 | 1 | 7116 | 400 | 60 | 75 | 46 | 48 | 42 | 440 | 60 | 30 | 190 | 350 | |||||||
5 |
Lords /
Hybrid Weapon Specialist / wh_dlc05_wef_cha_glade_lord_0 Glade Lord Above pride, vanity and selfish ego there is only Athel Loren. |
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850 | 1000 | 250 | 1 | 3908 | 400 | 50 | 75 | 46 | 65 | 60 | 360 | 30 | 30 | 190 | 350 | |||||||
6 |
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. |
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1050 | 1000 | 275 | 1 | 4568 | 400 | 50 | 75 | 46 | 65 | 60 | 360 | 45 | 30 | 190 | 350 | |||||||
7 |
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. |
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1400 | 1100 | 350 | 1 | 4848 | 400 | 50 | 75 | 46 | 65 | 40 | 440 | 70 | 30 | 190 | 350 | |||||||
8 |
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. |
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2000 | 2200 | 550 | 1 | 7116 | 400 | 60 | 75 | 46 | 48 | 42 | 440 | 60 | 30 | 190 | 350 | |||||||
9 |
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. |
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1600 | 1600 | 250 | 1 | 7436 | 1600 | 30 | 100 | 55 | 65 | 40 | 490 | 65 | 12 | 140 | 400 | |||||||
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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. |
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10 |
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. |
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300 | 1000 | 250 | 1 | 3420 | 400 | 15 | 60 | 34 | 33 | 34 | 240 | 20 | ||||||||||
11 |
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. |
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500 | 1100 | 275 | 1 | 3840 | 400 | 15 | 60 | 34 | 33 | 34 | 240 | 34 | ||||||||||
12 |
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. |
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850 | 1500 | 375 | 1 | 4672 | 400 | 30 | 60 | 34 | 44 | 30 | 390 | 62 | ||||||||||
13 |
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. |
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600 | 1200 | 300 | 1 | 4396 | 400 | 15 | 60 | 34 | 40 | 34 | 240 | 50 | ||||||||||
14 |
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. |
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300 | 1000 | 250 | 1 | 3420 | 400 | 15 | 60 | 34 | 33 | 34 | 240 | 20 | ||||||||||
15 |
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. |
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500 | 1100 | 275 | 1 | 3840 | 400 | 15 | 60 | 34 | 33 | 34 | 240 | 34 | ||||||||||
16 |
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. |
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850 | 1500 | 375 | 1 | 4672 | 400 | 30 | 60 | 34 | 44 | 30 | 390 | 62 | ||||||||||
17 |
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. |
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600 | 1200 | 300 | 1 | 4396 | 400 | 15 | 60 | 34 | 40 | 34 | 240 | 50 | ||||||||||
18 |
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. |
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300 | 1000 | 250 | 1 | 3420 | 400 | 15 | 60 | 34 | 33 | 34 | 240 | 20 | ||||||||||
19 |
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. |
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500 | 1100 | 275 | 1 | 3840 | 400 | 15 | 60 | 34 | 33 | 34 | 240 | 34 | ||||||||||
20 |
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. |
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850 | 1500 | 375 | 1 | 4672 | 400 | 30 | 60 | 34 | 44 | 30 | 390 | 62 | ||||||||||
21 |
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. |
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600 | 1200 | 300 | 1 | 4396 | 400 | 15 | 60 | 34 | 40 | 34 | 240 | 50 | ||||||||||
22 |
Heroes /
Hybrid Weapon Specialist / wh_dlc05_wef_cha_waystalker_0 Waystalker Never missing the mark, one alone is a deadly, formidable opponent. |
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600 | 1000 | 250 | 1 | 3688 | 400 | 40 | 60 | 42 | 55 | 45 | 325 | 28 | 30 | 190 | 350 | |||||||
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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. |
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23 |
Infantry /
Spear Infantry / wh_dlc05_wef_inf_eternal_guard_0 Eternal Guard Beneath the fortress of boughs, Athel Loren is defended with blood. |
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475 | 475 | 119 | 100 | 7200 | 100 | 40 | 80 | 33 | 26 | 36 | 24 | 10 | ||||||||||
24 |
Infantry /
Creature Infantry / wh_dlc05_wef_inf_dryads_0 Dryads There is no bargaining when the forest is damaged; vengeance will be exacted. |
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550 | 550 | 138 | 100 | 7000 | 140 | 60 | 65 | 43 | 35 | 25 | 40 | 18 | ||||||||||
25 |
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. |
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550 | 550 | 138 | 100 | 7200 | 100 | 40 | 80 | 33 | 26 | 44 | 24 | 6 | ||||||||||
26 |
Infantry /
Dual Sword Infantry / wh_dlc05_wef_inf_wardancers_0 Wardancers Floating and weaving through the battle line; an expressive demonstration of violence. |
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750 | 750 | 200 | 100 | 6800 | 110 | 15 | 70 | 46 | 40 | 38 | 36 | 24 | ||||||||||
27 |
Infantry /
Glaive Infantry / wh_dlc05_wef_inf_wildwood_rangers_0 Wildwood Rangers Agile and deadly in melee - an excellent first-response to impending threats. |
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900 | 900 | 225 | 100 | 8400 | 110 | 40 | 80 | 38 | 48 | 36 | 36 | 22 | ||||||||||
28 |
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. |
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950 | 950 | 238 | 100 | 6800 | 110 | 15 | 70 | 46 | 30 | 49 | 32 | 12 | ||||||||||
29 |
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. |
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1200 | 1200 | 300 | 100 | 8400 | 110 | 15 | 80 | 46 | 48 | 42 | 36 | 34 | ||||||||||
30 |
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. |
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825 | 825 | 206 | 100 | 7000 | 140 | 60 | 75 | 43 | 44 | 32 | 40 | 18 | ||||||||||
31 |
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. |
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850 | 850 | 213 | 100 | 7200 | 100 | 40 | 100 | 33 | 34 | 54 | 24 | 6 | ||||||||||
32 |
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. |
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1300 | 1300 | 325 | 100 | 6800 | 110 | 15 | 80 | 46 | 40 | 60 | 32 | 12 | ||||||||||
33 |
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. |
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1200 | 1200 | 300 | 100 | 8400 | 110 | 40 | 90 | 38 | 59 | 45 | 33 | 12 | ||||||||||
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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. |
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34 |
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. |
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500 | 500 | 125 | 80 | 5520 | 100 | 15 | 60 | 36 | 20 | 27 | 26 | 7 | 22 | 170 | 20 | |||||||
35 |
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. |
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600 | 600 | 150 | 80 | 5520 | 100 | 15 | 60 | 36 | 20 | 27 | 26 | 7 | 22 | 170 | 20 | |||||||
36 |
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. |
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650 | 650 | 163 | 80 | 5520 | 100 | 15 | 60 | 36 | 20 | 27 | 26 | 7 | 22 | 170 | 16 | |||||||
37 |
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. |
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700 | 700 | 175 | 80 | 5280 | 100 | 15 | 68 | 38 | 18 | 22 | 26 | 7 | 22 | 180 | 20 | |||||||
38 |
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! |
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850 | 850 | 213 | 80 | 5280 | 100 | 15 | 68 | 38 | 18 | 22 | 26 | 7 | 22 | 135 | 33 | |||||||
39 |
Missile Infantry /
Missile Infantry / wh_dlc05_wef_inf_waywatchers_0 Waywatchers Those who enter Athel Loren without permission must answer for such a transgression. |
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1200 | 1200 | 300 | 60 | 5040 | 100 | 15 | 72 | 40 | 28 | 28 | 32 | 12 | 23 | 190 | 24 | |||||||
40 |
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. |
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1500 | 1500 | 375 | 60 | 5040 | 100 | 15 | 82 | 40 | 36 | 36 | 32 | 12 | 23 | 190 | 29 | |||||||
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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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41 |
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. |
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550 | 550 | 138 | 60 | 4980 | 100 | 15 | 60 | 35 | 28 | 32 | 28 | 40 | ||||||||||
42 |
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. |
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1100 | 1100 | 275 | 60 | 6420 | 100 | 40 | 70 | 33 | 34 | 25 | 40 | 62 | ||||||||||
43 |
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. |
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1200 | 1200 | 300 | 60 | 6420 | 100 | 40 | 70 | 33 | 34 | 31 | 40 | 62 | ||||||||||
44 |
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. |
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1500 | 1500 | 375 | 32 | 6784 | 100 | 60 | 75 | 33 | 35 | 32 | 63 | 70 | ||||||||||
45 |
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. |
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2000 | 2000 | 500 | 32 | 5984 | 100 | 0 | 85 | 33 | 44 | 40 | 53 | 70 | ||||||||||
46 |
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. |
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1500 | 1500 | 375 | 60 | 6420 | 100 | 40 | 80 | 33 | 43 | 39 | 40 | 62 | ||||||||||
|
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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. |
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47 |
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. |
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700 | 700 | 175 | 60 | 4800 | 100 | 15 | 60 | 35 | 28 | 24 | 28 | 24 | 20 | 150 | 20 | |||||||
48 |
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. |
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825 | 825 | 206 | 60 | 4800 | 100 | 15 | 60 | 35 | 28 | 24 | 28 | 24 | 20 | 150 | 20 | |||||||
49 |
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. |
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1050 | 1050 | 263 | 24 | 4368 | 100 | 15 | 60 | 33 | 30 | 24 | 45 | 46 | 22 | 140 | 39 | |||||||
50 |
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. |
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1200 | 1200 | 300 | 48 | 4896 | 100 | 15 | 85 | 33 | 34 | 33 | 28 | 30 | 18 | 90 | 38 | |||||||
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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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51 |
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. |
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800 | 800 | 200 | 1 | 4663 | 1300 | 30 | 60 | 70 | 44 | 30 | 390 | 62 | ||||||||||
52 |
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. |
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900 | 900 | 225 | 16 | 8768 | 1500 | 90 | 70 | 34 | 26 | 46 | 86 | 12 | ||||||||||
53 |
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. |
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1500 | 1500 | 375 | 1 | 9828 | 7000 | 110 | 90 | 35 | 45 | 56 | 450 | 30 | ||||||||||
54 |
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. |
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1700 | 1700 | 425 | 16 | 8416 | 1700 | 60 | 75 | 64 | 30 | 40 | 100 | 28 | ||||||||||
55 |
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. |
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1600 | 1800 | 450 | 1 | 7008 | 4000 | 60 | 65 | 65 | 46 | 38 | 440 | 60 | ||||||||||
56 |
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. |
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1800 | 1800 | 450 | 1 | 9828 | 7000 | 110 | 90 | 35 | 65 | 48 | 490 | 40 | ||||||||||
57 |
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… |
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2050 | 2050 | 513 | 16 | 8416 | 1700 | 60 | 85 | 64 | 38 | 50 | 100 | 28 | ||||||||||
58 |
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. |
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1100 | 1100 | 275 | 16 | 8768 | 1500 | 90 | 80 | 34 | 34 | 57 | 86 | 12 | ||||||||||
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