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The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.

Temple Guards are a Lizardmen Lizardmen melee infantry unit introduced in Total War: Warhammer II.

Recruitment[ | ]

Description[ | ]

The Temple Guard are a revered and uncommon spawning of Saurus. They were created to protect the Slann Mage-Priests and the temple-cities in which the Lizardmen dwell. To their tasks, they dedicate every fibre of their beings, displaying a single-minded determination that will result in either the safeguarding of their charges or their own deaths. As protectors, Temple Guard are matchless. They stand sentry, silent and motionless, not even blinking their eyes. It has been known for Temple Guard to maintain such a sleepless vigil for centuries, thick layers of dust settling upon their reptilian forms - yet the ever-watchful guardians are not immobile statues, and can erupt into sudden violence should they perceive any threat to their charges.

Attributes[ | ]

  • Wh2 main lzd infantry halberd Halberd Infantry
  • 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.
  • Armour-Piercing: The damage of Modifier icon armour piercingarmour-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.
  • 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.
  • Predatory Senses: These units are natural hunters that can sense prey hiding nearby.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

Temple Guard are designed to counter monsters and cavalry that come near. Unfortunately they are slow and will only serve as a deterrent against a smart opponent. They are great at holding the frontline but they're excessively expensive. It's often better to use standard Saurus Warriors and put your extra cash into monsters.

One of the advantages of Temple Guard (like all armoured halberd units) is being hard to kill. Cheaper infantry will lose against them and large units don't dare go near them. Their shields, armour and solid HP makes them durable even against counter units. Patch 4.2.0 gifted them a trait which makes them unbreakable while near a Lord, further emphasising their holding role in Slann-led armies.

Changelog[ | ]

Patch 4.2.0[ | ]

  • Missile Block Chance: 35% → 55%
  • New ability “Sacred Duty”
  • New ability (Hidden) “Predatory Fighter”
  • New ability (Hidden) “Guardian”

Gallery[ | ]

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