
Spire Guard of Tor Yvresse
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.
Spire Guard of Tor Yvresse are High Elves missile infantry: 6,400 HP across 80 models, armour 80, melee attack 28, melee defence 32, weapon strength 30, range 180 m, missile damage 1,600 per 10 s for the whole unit. It costs 850 in the campaign and in multiplayer. They come with The Warden & The Paunch. Unit key wh2_dlc15_hef_inf_mistwalkers_spireguard_0. Patch 9.0.4, from the game's data tables.
Health
80 per model
6,400
Armour
80
Leadership
72
Speed
33
Melee attack
28
Melee defence
32
Weapon strength
21 base + 9 armour-piercing, +16 vs large
30
Charge bonus
2
Ranged
Range
180 m
Ammunition
45
Missile damage
14 base + 8 AP
22
Reload time
11 s
Damage per 10 s
20
Attributes
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
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 — 1,600 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.