Eternal Guard (Shields)

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Eternal Guard
Wh dlc05 wef eternal guard shield.png
Infantry spear.png
FactionWood Elves
CategorySpear Infantry
Unit size75
Icon treasury.png Cost (MP): 550 (550)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 138
Buildings required:
Asrai Forge
Icon stat health.png Health: 72
Icon stat morale.png Leadership: 80
Icon stat speed.png Speed: 33
Icon stat attack.png Melee attack: 26
Icon stat defence.png Melee defence: 44
Icon stat charge bonus.png Charge Bonus: 6
Icon stat damage.png Weapon Damage: 4
Modifier icon armour piercing.png Armour-Piercing Damage: 20
Icon stat speed.png Melee Interval: 4.5 s
Modifier icon bonus vs large.png Bonus vs. Large: 15
Icon stat range.png Range: 1
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 55%
  • 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.

Eternal Guard (Shields) is a Wood Elves melee infantry unit. The spear and shield of the Wood Elves, seldom bested in combat.

Description[edit | edit source]

Through the long Winter months, the forest of Athel Loren is at its lowest ebb, made dormant and vulnerable by the cycle of the seasons. The Treemen slumber, and even the normally vigorous Dryads are sluggish and slow. During this time, guardianship of the most sacred of places falls to the Eternal Guard, sons and daughters of Athel Loren's noble houses. Each Eternal Guard is a formidable foe in her own right, trained to a pinnacle of skill that other races cannot easily match. When assembled in numbers, they form a phalanx, their spears thrusting and cutting with a graceful yet disciplined efficiency. The Eternal Guard themselves refer to such a place as a "fortress of boughs". They face the enemy with feet planted firmly upon their chosen ground, shields braced against attacks and the line of spears rippling as their leaf-shaped blades dart forward to kill.

Abilities[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.
  • 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.
  • Forest Stalker: The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Strategy[edit | edit source]

For their cost, Eternal Guard are one of the best spear units in the game. They have high melee defence, shields, bonus vs. large, charge defence, high armor piercing, and good Leadership. They are the incredibly efficient from a cost perspective. These units are best used for holding the front line and wethering whatever comes against them. Eternal Guard are meant to hold enemies back, while your ranged or mobile units win the battle. It is sometimes wise to hide your infantry or keep them in reserve until later in the game. This gives you more time to skirmish with your enemies and soften up targets so your infantry has a better chance. As mentioned before, Eternal Guard won't singlehandedly win a battle, but they will hold long enough for the rest of your army to wreak havoc.