Sartosa Militia
Missile infantry· Close-Quarters Infantry· Tier 1· 120 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.
Sartosa Militia are Vampire Coast missile infantry: 7,320 HP across 120 models, armour 25, melee attack 28, melee defence 25, weapon strength 28, range 90 m, missile damage 1,867 per 10 s for the whole unit. It costs 450 in the campaign and in multiplayer. They come with Vampire Coast. Unit key wh2_dlc11_cst_inf_sartosa_militia_0. Patch 9.0.4, from the game's data tables.
Health
61 per model
7,320
Armour
25
Leadership
55
Speed
36
Melee attack
28
Melee defence
25
Weapon strength
21 base + 7 armour-piercing
28
Charge bonus
14
Ranged
Range
90 m
Ammunition
18
Missile damage
12 base + 2 AP
14
Reload time
9 s
Damage per 10 s
16
Attributes
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Fire Whilst Moving
This unit can fire while on the move.
Abilities
- RowdyAugment · +4 LeadershippassiveRowdyAugment+4 LeadershipPassiveThese troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best.
Counters
Good against
- Lightly armoured units without shields — 1,867 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Vampire Coast: Zombie Pirate Deckhand Mob, Animated Hulks
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Coast: Mournguls, Rotting Leviathan
- Missile fire — armour 25, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Coast: Zombie Pirate Gunnery Mob (Hand Cannons), Deck Gunners
- Heavy large units — infantry-sized, mass 90e.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
Who can field it
- Vampire Coast · The Awakened · 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.