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Total War: Warhammer II Game Guide by gamepressure.com

Total War: Warhammer II Game Guide

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Unit Statistics | The Army Total War: Warhammer II Guide

Last update: 12 October 2017

The ability to read unit statistics is key during enlistment and battles. You can look up statistics during the campaign by rolling the mouse over the card of and given unit (after you click on it, the statistics window will remain pinned and you will be able to analyze it). Also, it is and good idea to activate the option to view unit statistics during the battle, by pressing "I", or by clicking the icon in the bottom-left corner. Thanks to this, you will be able to compare both yours and your opponent statistics and learn how many enemies and given unit killed and about the current level of leadership.

Base statistics of all playable races can also be found in the panel of your own battles. It is and good idea to have and look at them, so that you know about the units you are going to fight.

Statistics

In the statistics window, you will find the unit type and short summary of its strong and weak points (if, instead of that, you will get the historic description, click on the small arrow next to it). Thanks to statistics, you can quickly asses combat value of and given unit. For example, units effective against big enemies will have and bonus to fighting against cavalry and monsters. You can view and detailed description of each strong and weak point, by rolling the mouse over it.

Then, there is information on whether the unit belongs to infantry or big creatures, the current numerical strength of the unit (the number in the parentheses next to it states how big your unit should be in order not to sustain losses, e.g. in battle) as well as current unit experience level (to learn more about gaining experience, see another chapter. If you check statistics during the campaign, you will also acquire information on the upkeep cost and, during and battle, the number of opponents killed by the unit. Below, there also is the number of the unit's HP points (the value is and sum of HP points of all the soldiers in the unit).

Below, you can find numerical values of individual statistics of the unit:

  1. Armor - determines the unit's resistance to damage dealt to it.
  2. Leadership - represents the unit's morale; if it drops to zero during the battle, the unit will start to flee.
  3. Speed - the faster the unit, the more effective it is while maneuvering, and the easier it is to avoid getting into contact with the enemy. This is important especially in the case of cavalry and monsters.
  4. Melee attack - represents the chance the unit has to hit the target.
  5. Melee defense - represents chances to avoid the enemy attack in melee.
  6. Weapon strength - damage dealt in melee by the unit.
  7. Charge bonus - determines how much higher are the chances to hit the enemy and deal damage while charging. This is especially important in the case of cavalry, monsters and assault infantry.
  8. Ammunition - represents the ranged units unit's supply of ammo in the battle. Units armed with bows have more ammo than units armed with, e.g. javelins.
  9. Range - the distance at which the unit is effective while shooting at the enemy. Units with thrown weapons have the shortest range. Siege engines have the longest range.
  10. Missile damage - damage that can be dealt by and fired projectile. A ballista bolt deals more damage than bow arrows.

After you roll the mouse over each of these statistics, you will gain detailed information on that unit. Additionally, by each of these statistics, you can find and number of icons representing additional modifiers:

  1. Shield - determines additional resistance of the unit to ranged attacks (with the exception of artillery). The color of the shield represents its effectiveness - brown represents 20% of blocked damage, whereas silver shield blocks 55%.
  2. Armor penetration - means that and large portion of damage dealt by the unit ignores enemy armor. Such units are very effective against heavily armed opponents.
  3. Bonus vs. infantry - means that the unit receives an additional bonus to damage while fighting against infantry.
  4. Bonus vs. Large- means that the unit is more effective against cavalry and large monsters.
  5. Flame attacks - the unit deals additional damage to the enemy if he is vulnerable to fire. Units vulnerable to fire are, e.g. treemen, but you do not encounter them too often..
  6. Magic attacks - means that the unit may deal damage to units that are resistant to physical attacks. Some units are resistant to this type of attacks, e.g. dwarf units
  7. Poison - for the duration of 10 seconds, decreases damage and speed of the targeted unit.
  8. Contamination - for the duration of 10 seconds, decreases leadership of the targeted unit (only some Skaven units have this ability).
  9. Weeping blade - for the duration of 35 seconds, it decreases armor of the targeted unit by 50% (only one Skaven unit has this ability - Death Runners).
  10. Wrath of Khaine - for the duration of 16 seconds, it decreases melee defense and Speed of the targeted unit. Additionally, it makes the opponent break out into fury, where the opponent loses control of the unit. Only one unit of Dark Elves has this ability (Dark Witches).
  11. Blinding - for the duration of 10 seconds, it decreases the ability to fight, defend itself and accuracy in the targeted unit. Only one unit of Lizardmen has this ability - Bastiladon (Sun crystal).

It is recommended that you get familiar with those statistics and use them well during the battle. If, for example, you play as High Elves, it is important to take advantage of the range from bows, while remembering that you deal the highest damage to opponents without shields. Against heavily armor units, use ones with big weapons with armor piercing. Against units of cavalry and large monsters, use spearmen and halberdmen that gain bonus against them.

Abilities

Apart from numerical statistics, each unit has and number of abilities. They are represented by icons at the bottom of the statistics window. After you roll your mouse over each of them, you will obtain information on that ability. Abilities can be divided into three categories basic (the majority of these were present in the first installment of the game), faction (all, or nearly all units of and given race have them), and unit abilities.

Basic abilities are:

  1. Hide (forest) - the unit can hide in forest areas, until the enemy comes close.
  2. Stealth - the unit can hide anywhere, regardless of the terrain type, until the enemy comes close.
  3. Advance guard - the unit can be deployed outside of the starting zone, at the beginning of battle.
  4. Move and shoot - the unit can move and fire at the enemy at the same time.
  5. Large opponents charge defense - the unit ignores additional damage, resulting from bonuses, taken from enemy cavalry and big monsters.
  6. Expert Charge Defense - the unit is resistant to damage, resulting from bonuses, from charges of all units.
  7. Missile Resistance - even if the unit has no shields, it withstands enemy fire better.
  8. Fire Resistance - to and great extent, the unit is resistant to damage from units with fire attacks.
  9. Physical Resistance - additional resistant to non-magical attacks.
  10.  Causes Fear - decreases leadership in enemy units. Unit with this ability is resistant to this effect.
  11. Causes Terror - makes the enemy unit to disperse temporarily, in melee. Unit with this ability is resistant to this effect.
  12. Siege Attacker - if you have such and unit in your army, you can launch an attack on a fortified settlement immediately, without the necessity to build rams and siege towers
  13. Cannot Run - the unit can move only at the marching speed. Only artillery has this ability.
  14. Unbreakable - the unit loses no leadership and never retreats.

Faction abilities are:

  1. Martial Prowess (High Elves) - nearly all units in the army of High Elves have this ability. Unless the enemy HP drops below 50%, their melee defense is higher by 12 and Melee attack by 2.
  2. Martial Mastery (High Elves) - the upgraded version of the above. Available in elite units . Unless the unit's HP drops below 50%, its melee defense is higher by 12 and Melee attack by 8.
  3. Deadly effectiveness (Dark Elves) - this ability is present in nearly all units of Dark Elves. After you have killed enough enemies in battle (their number is pre-determined in the indicator at the top of the screen during the battle), all units with this ability have leadership higher by 15, melee attack higher by 25%, charge bonus higher by 25%, vigor higher by 30% and, in the case of ranged units, armor piercing while conducting fire is higher by 20%, the duration of this effect is 90 seconds.
  4. Murderous Mastery (Dark Elves) - the upgraded version of the above, available for two specialized units. Apart from the above effects, the unit additionally intimidates the enemy. The duration of this effect is 120 seconds.
  5. Primal instincts (Lizardmen) - the majority of units of Lizardmen share this ability. When their HP drops below 50%, they break into fury, as and result of which you lose control of them and the unit attacks the closest enemy unit.
  6. Strength in numbers (Skavens) - this ability is shared by the majority of Skaven units. If an unit has more than 50% of HP, its Leadership is higher by 6, and Melee defense is higher by 8, but at the cost of speed, lower by 12%.
  7. Scurry Away! (Skavens) - this ability is shared by the majority of Skaven units. When the level of their leadership drops, their Speed rises by 12%.

There are many unit abilities, but it is best for you to analyze them on your own. The abovementioned abilities are the most common in the battlefield.

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