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Whether struck by the claws of Chaos, Greenskins, or the lesser races in between, the powerful enchantments on the Silverin armour endure.

Silverin Guard are a High Elves High Elves melee infantry unit introduced in Total War: Warhammer II with The Warden and the Paunch.

Recruitment[ | ]

Description[ | ]

The Silverin Guard were more usually tasked with defending the Watchstone of Tor Yvresse - a waystone of fabulous power. However, such were the dangers posed by Malekith's northward march, that the council of Yvresse agreed unanimously that five battalions of spears and two of longbows be sent north immediately to reinforce the Blighted Isle's defences. Each Silverin Guard wore a suit of armour fashioned in the time of Yvresse's founding. Daemons roamed freely across the hills in those days, and the first Silverin Guards wore armour enchanted against their claws. The magics contained within the steel scales had since faded to almost nothing, but a spark still remained - enough, perhaps, to avert a grim fate.

Attributes[ | ]

  • Infantry spear Spear Infantry
  • Enchanted Armour- Magical attacks have a reduced effect against the wearer of this enchanted suit of armour.
  • Armoured & Shielded: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage. Modifier icon shieldShields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Anti-Large: Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a Modifier icon bonus vs largedamage 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.

Strategy[ | ]

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Silverin Guard are essentially late game spearmen. They have almost double the armour value (40 to 75) and are generally better at their job of holding the front line. For example, they have better melee attack, magic resistance, better armour piercing, and higher bonus vs. large. At a more expensive price point, you are getting a better spearmen unit with magic resistance.

Their defensive boosts are more to armour and magic resistance whereas their offensive boosts are both to melee attack and a boost to both types of damage (base and armour-piercing).

The magic resistance is helpful in some situations. Many truly elite units and regiments of renown have magic damage in their attacks, so they can be stalwart against such foes. In addition, they are less vulnerable to spells like Penumbral Pendulum or Burning Head that could usually be effective against High Elves.

Most notably, they have Charge-Defense-Against-All in contrast to Spearman, who only have one against Large. Because of this, Silverin Guard are more able to hold a front line against enemy infantry units with high charge bonuses, such as Beastmen or Greenskins units.

In campaign, heroes with the 'Honed' trait (Nobles and Handmaidens) will give Silverin Guard +5 MA and +5 MD. Stacking 3-4 such heroes in an army with many Silverin Guard creates an extremely tough front line.

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