
Depth Guard
Melee infantry· Dual Axe Infantry· Tier 3· 60 models at Ultra size
Comes with Vampire Coast(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Depth Guard are Vampire Coast and Undead Legions melee infantry: 7,800 HP across 60 models, armour 90, melee attack 50, melee defence 36, weapon strength 64. It costs 1,200 in the campaign and 1,100 in multiplayer. They come with Vampire Coast. Unit key wh2_dlc11_cst_inf_depth_guard_0. Patch 9.0.4, from the game's data tables.
Health
130 per model
7,800
Armour
90
Leadership
60
Speed
36
Melee attack
50
Melee defence
36
Weapon strength
46 base + 18 armour-piercing, +5 vs infantry
64
Charge bonus
30
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Coast: Mournguls, Rotting Leviathan
- Heavy large units — infantry-sized, mass 160e.g. Dread Maw, Thunderbarge, Steam Tank · Vampire Coast: Rotting Leviathan, Necrofex Colossus
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Beats, at a similar price: Skin Wolves (5.41× faster), Skin Wolves (Armoured) (4.92× faster), Lahmian Handmaidens (Death) (2.28× faster)
Loses to, at a similar price: Greatswords (3.05× slower), Har Ganeth Executioners (2.29× slower), Grave Guard (Great Weapons) (2.17× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,100 multiplayer gold. Vampire Coast units ranked.
Match-ups people search for: Depth Guard vs Grave Guard
Patch changes
- Custom battle: now in the Undead Legions roster
Who can field it
- Vampire Coast · The Awakened
- Undead Legions · Host of Nagash
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.