
Sentinels of Astaril
Missile infantry· Mistwalker Hybrid Infantry· Tier 2· 80 models at Ultra size
Comes with The Warden & The Paunch(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Sentinels of Astaril are High Elves missile infantry: 5,440 HP across 80 models, armour 80, melee attack 22, melee defence 40, weapon strength 28, range 215 m, missile damage 1,455 per 10 s for the whole unit. It costs 750 in the campaign and in multiplayer. They come with The Warden & The Paunch. Unit key wh2_dlc15_hef_inf_mistwalkers_sentinels_0. Patch 9.0.4, from the game's data tables.
Health
68 per model
5,440
Armour
shield blocks 55% of small-arms missiles from the front (not artillery)
80
Leadership
70
Speed
33
Melee attack
22
Melee defence
40
Weapon strength
20 base + 8 armour-piercing, +16 vs large
28
Charge bonus
4
Ranged
Range
215 m
Ammunition
22
Missile damage
18 base + 22 AP
40
Reload time
22 s
Damage per 10 s
18
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
- Heavily armoured units — 22 of 40 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · High Elves: Dragon Princes, Phoenix Guard
- Lightly armoured units without shields — 1,455 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
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.