Depth Guard (Polearms)

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Depth Guard
Wh2 dlc11 cst depth guard polearm.png
Infantry spear halberd.png
Overview
FactionVampire Coast
CategoryHalberd Infantry
Unit size45
Recruitment
Icon treasury.png Cost (MP): 1300 (1300)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 325
Statistics
Icon stat health.png Health: 105
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 36
Icon stat attack.png Melee attack: 35
Icon stat defence.png Melee defence: 45
Icon stat charge bonus.png Charge Bonus: 10
Weapons
Melee
Icon stat damage.png Weapon Damage: 12
Modifier icon armour piercing.png Armour-Piercing Damage: 28
Icon stat speed.png Melee Interval: 4.4 s
Modifier icon bonus vs large.png Bonus vs. Large: 30
Icon stat range.png Range: 2
Protection
Icon stat armour.png
Armor:
67.5%
Attributes
  • 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.
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • 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 (Polerarms) is a Vampire Coast melee infantry unit in Total War: Warhammer II. The only thing scarier than a Depth Guard is one with a weapon that gives it an eight-foot reach.

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]

  • 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.
  • 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.
  • 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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An excellent anti-large anchor for your flanks or as a reserve to deal with monsters. Their regeneration will allow them to keep fighting for a long time if they are not subject to excessive dps. Their unit has a very small model count though and they are vulnerable to focus fire and mobbed, so unless they are 1v1 fighting a large unit its important to have them insulated by a zombie mob to soak up damage.