
Gate Guard
Melee infantry· Missile & Spear Infantry· Tier 2· 90 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Gate Guard are High Elves melee infantry: 6,120 HP across 90 models, armour 50, melee attack 28, melee defence 32, weapon strength 30, range 180 m, missile damage 1,555 per 10 s for the whole unit. It costs 850 in the campaign and in multiplayer. Unit key wh2_main_hef_inf_gate_guard. Patch 9.0.4, from the game's data tables.
Health
68 per model
6,120
Armour
50
Leadership
72
Speed
33
Melee attack
28
Melee defence
32
Weapon strength
21 base + 9 armour-piercing, +16 vs large
30
Charge bonus
4
Ranged
Range
180 m
Ammunition
22
Missile damage
16 base + 3 AP
19
Reload time
11 s
Damage per 10 s
17
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
Counters
Good against
- Large units — bonus vs large 16e.g. Rogue Idol, Dread Saurian, Khemric Titan · High Elves: Merwyrm, Knights of Tor Gaval
- Lightly armoured units without shields — 1,555 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · High Elves: Sea Elemental, Oceanids
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Heavy large units — infantry-sized, mass 150e.g. Dread Maw, Thunderbarge, Steam Tank · High Elves: Merwyrm, Sea Elemental
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 (4.04× faster), Skin Wolves (Armoured) (3.72× faster), Gorgers (1.87× faster)
Loses to, at a similar price: Infernal Guard (11.92× slower), Marauder Champions (9.82× slower), Chaos Warriors of Nurgle (9.44× 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 850 multiplayer gold.
Who can field it
- High Elves · Lothern · extended roster
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.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
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.