Left Panel
menu
HomeHome / Total War: WARHAMMER III / Sylvania / Units / Grave Guard (Great Weapons)
Grave Guard (Great Weapons) SylvaniaSylvania Infantry

Grave Guard (Great Weapons)

Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights.

Upon the walls of Drakenhof Castle, and the other Vampire-haunted keeps of Sylvania, patrol tireless warriors clad in rust-gnawed armour. These dread sentries are the Grave Guard - Wights drawn from their ancient tombs to act as guardians for the Vampire rulers of Sylvania. Although their bodies have decayed, leaving only bones and tattered flesh, Grave Guard are held together by evil magic so strong that it has endured for centuries. They wear ancient battle gear of primitive alloy, corroded by time and dusty with the years. These eerie, silent sentinels stand constant vigil on the crumbling battlements and at the iron-bound gates, never resting, eternally ready to defend their Vampire masters. When a Vampire marches forth, his Grave Guard advance at the head of the Undead host. They form a formidable corps of warriors, their enchanted blades cutting down the toughest of enemies with strike after pitiless strike.

Grave Guard (Great Weapons)

Unit Name

Grave Guard (Great Weapons)

Main Unit Key

wh_main_vmp_inf_grave_guard_1

Land Unit Key

wh_main_vmp_inf_grave_guard_1

Land Unit Group Parents

Infantry

Land Unit Group

Greatsword Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

950

Recruitment Cost

950

Upkeep Cost

238

Number of Units

120

Hit Points

9840

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_graveguard_2handed_sword

├ Man Entity

wh_main_infantry_slow_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

74

Mass

100

└ Man Mass

100.0000

Armour

90

├ Armour

wh2_main_plate_90

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

27

└ Man Speed

27

Melee Attack

26

Melee Defence

26

Weapon Strength

42

├ Melee Weapon

wh_main_vmp_wightblade_grave_guard_great

Base Weapon Damage

13

Armour-Piercing Weapon Damage

29

Bonus vs. Large

0

Bonus vs. Infantry

13

Charge Bonus

12

Abilities

  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.