Left Panel
menu
HomeHome / Total War: WARHAMMER III / Argwylon / Units / Missile Infantry
Argwylon Argwylon 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
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
2
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
3
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
4
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
5
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
6
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
7
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