Depth Guard

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Depth Guard
Wh2 dlc11 cst depth guard.png
Infantry axe dual.png
FactionVampire Coast
CategoryBerserker Axe Infantry
Unit size45
Icon treasury.png Cost (MP): 1200 (1200)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 300
Icon stat health.png Health: 105
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 36
Icon stat attack.png Melee attack: 49
Icon stat defence.png Melee defence: 31
Icon stat charge bonus.png Charge Bonus: 25
Icon stat damage.png Weapon Damage: 46
Modifier icon armour piercing.png Armour-Piercing Damage: 18
Icon stat speed.png Melee Interval: 3.8 s
Icon stat range.png Range: 1
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Depth Guard is a Vampire Coast melee infantry unit in Total War: Warhammer II. The Blood Knights of the sea are elite, armour-clad sentries to the dreaded seafaring creatures of the night.

Description[edit | edit source]

Depth Guard are the most feared soldiers of the zombie pirates’ fighting dead. Like their land-based counterparts, the Blood Knights, they are elite, Vampiric sentries clad in ancient, eldritch armour and bolstered by the Vampiric curse. Unlike the mobs of Undead crewmen, Depth Guard are not raised from the rabble who died on the oceans, and instead are hand-picked warriors who were given the Blood Kiss before being taken aboard pirate warships to serve their masters closely. The indefatigability of the Depth Guard means that any normal blow or bullet that strikes them has little chance of stopping them in a fight. They will trudge forward and fight unrelentingly until their bodily remains are utterly obliterated or their master’s control over them is broken.

Attributes[edit | edit source]

  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Abilities[edit | edit source]

Strategy[edit | edit source]

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The hunger allows Depth Guard to regenerate when in melee combat. As such, these units excel at fighting large groups of more lightly armored infantry. They will buzz-saw through such troops with ease and little damage taken. They can be matched with heavier infantry and do ok, but such threats are better off being taken out by your guns or monsters. They only have a few models and thus will be overwhelmed if they do not have a buffer unit (Zombie Pirate Deckhands Mob) to help them against a more elite/heavily armoured foe.