Spearmen (High Elves)

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Spearmen
Wh2 main hef spearmen.png
Overview
FactionHigh Elves
CategoryHigh Elves melee infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 500 (500)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 125
Statistics
Icon stat health.png Health: 55
Icon stat morale.png Leadership: 70
Icon stat speed.png Speed:
Icon stat attack.png Melee attack: 20
Icon stat defence.png Melee defence: 38
Icon stat charge bonus.png Charge Bonus: 4
Weapons
Melee
Icon stat damage.png Weapon Damage: 19
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.8 s
Modifier icon bonus vs large.png Bonus vs. Large: 15
Protection
Icon stat armour.png
Armor:
30%
Shielded units will block the following percentage of missile damage from the front Shield: 55%
Attributes
  • 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.

Spearmen is a High Elves melee infantry unit in Total War: Warhammer II. All High Elves, both highborn and low, must defend Ulthuan to the last.

Description[edit | edit source]

Long ago, in a time of desperate need, the Phoenix King Morvael introduced a levy system so that all Elves could be called upon to fight for the defence of their homeland. These levies were organised into companies based within their cities, towns and villages. Morvael accurately predicted the need for a well-organised but flexible army to defend Ulthuan in the troubled times ahead. This system has stood the test of time and remains the cornerstone of most Elven armies to this day. Every Elf, though he may be a craftsman, tradesman or artist in peacetime, must become a resolute fighter in times of war.

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.
  • 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]

The High Elves´ main frontline unit in the early campaign game. They have good leadership, melee defense, a large shield and can stop cavalry charges which means they will hold their positions even against superior enemy units if supported well. Their offensive capabilities are unimpressive: with poor charge bonus, average melee attack and weapon strength, it is best to use them as a static holding force to pin enemy units in place and then hit them with a cavalry charge from behind or volleys of arrow fire. They will likely remain the most cost-effective option for a frontline unit even in the late game, but if gold is not a concern anymore they can be phased out for Phoenix Guards who lack a shield, but have much more damage potential of their own.

Click here to add a strategy!

Gallery[edit | edit source]