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HomeHome / Total War: WARHAMMER III / Couronne / Units / Beastslayers of Bastonne (Foot Squires)
Beastslayers of Bastonne (Foot Squires) CouronneCouronne Infantry

Beastslayers of Bastonne (Foot Squires)

The Squires of the ‘Beastslayer’ Duke are amongst the hardiest of Bretonnian infantry, taking his epithet as their name for good reason.

Serving their Knightly masters in both times of peace and war, Squires are effectively errand boys for their Lord, fulfilling menial or unsavoury tasks that their masters would prefer to delegate. Yet in battle, they fight with every ounce of skill and ferocity that their training has given them, using their two-handed blades to cleave through all foes in the name of the Lady, Bretonnia, and their Lord’s glory. For a Squire, every battle is a chance to perform some great deed or service to his master; it is his only chance – albeit a miniscule one – to be elevated to Knighthood.

Beastslayers of Bastonne (Foot Squires)

Unit Name

Beastslayers of Bastonne (Foot Squires)

Main Unit Key

wh_pro04_brt_inf_foot_squires_ror_0

Land Unit Key

wh_pro04_brt_inf_foot_squires_ror_0

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

213

Number of Units

120

Hit Points

8280

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_halberd

├ Man Entity

wh_main_infantry_slow_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

61

Mass

120

└ Man Mass

120.0000

Armour

80

├ Armour

wh2_main_plate_80

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

28

└ Man Speed

28

Melee Attack

29

Melee Defence

50

Weapon Strength

25

├ Melee Weapon

wh_dlc08_brt_halberd_ror

Base Weapon Damage

7

Armour-Piercing Weapon Damage

18

Bonus vs. Large

22

Bonus vs. Infantry

0

Charge Bonus

6

Abilities

No Ability

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement
Maximum Number 1
Faction Availability
Immortal Empires