Gate Guard

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Gate Guard
Wh2 main hef inf gate guard.png
Unit cat icon wh2 main hef missile infantry bow spear.png
FactionHigh Elves
CategoryMissile & Spear Infantry
Unit size90
Icon treasury.png Cost (MP): 850 (850)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 212
Icon stat health.png Health: 68
Icon stat morale.png Leadership: 72
Icon stat speed.png Speed: 33
Icon stat attack.png Melee Attack: 28
Icon stat defence.png Melee Defence: 32
Icon stat charge bonus.png Charge Bonus: 4
Icon stat ammo.png Ammunition: 22
Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 9
Icon stat speed.png Melee Interval: 4.2 s
Modifier icon bonus vs large.png Bonus vs. Large: 16
Icon stat damage.png Weapon Damage: 16
Modifier icon armour piercing.png Armour-Piercing Damage: 3
Icon stat ammo.png Reload Time: 11
Icon stat range.png Range: 180
Icon stat armour.png
  • 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.

Gate Guard is a High Elves missile infantry unit which first appeared in Total War: Warhammer II. The Emerald Gate - one of the wonders of the Old World - is guarded only by the best of the best.

Gate Guard are only found in the garrison armies of Fortress Gates controlled by High Elves factions.

Description[edit | edit source]

The mountain range to the north-west of Ulthuan face the Dark Elves’ kingdom of Naggaroth. It is no coincidence, then, that each of the mountain passes is guarded by a massive fortress, built around equally the massive gates through which the High Elves control access to Ulthuan’s interior – Dragon Gate, Griffon Gate, Phoenix Gate, Unicorn Gate, and Eagle Gate. Each fortress maintains a sizeable garrison whose duty it is to defend their gate to the very last Elf should the Druchii – or indeed anything else – come calling with host in tow and an aggressive intent. The Gate Guards populating its garrison are highly skilled in the operation of the various traps and war engines positioned at strategic choke points around the battlements and atop the gates themselves, adept at all forms of hand-held missile weaponry, and masters of hand-to-hand combat, lest any attackers achieve the unthinkable and begin to break through the extensive fortifications.

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.
  • Good Range: This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

Strategy[edit | edit source]

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These units defend the fortress gates of Ulthuan and the black citadel of Tor Anlec and are only available as garrisons. Functionally they are like Lothern Sea Guards (without shields) with slightly better melee attack, armour, and missile range so they can both hold off enemy cavalry and monsters in melee or lay down supporting fire.