
Tomb Guard (Halberds)
Melee infantry· Halberd Infantry· Tier 2· 120 models at Ultra size
Comes with Tomb Kings(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Tomb Guard (Halberds) are Tomb Kings and Undead Legions melee infantry: 9,840 HP across 120 models, armour 55, melee attack 25, melee defence 47, weapon strength 29. It costs 850 in multiplayer. In the campaign Host of Nagash pays 850. They come with Tomb Kings. Unit key wh2_dlc09_tmb_inf_tomb_guard_1. Patch 9.0.4, from the game's data tables.
Health
82 per model
9,840
Armour
shield blocks 55% of small-arms missiles from the front (not artillery)
55
Leadership
65
Speed
28
Melee attack
25
Melee defence
47
Weapon strength
9 base + 20 armour-piercing, +19 vs large
29
Charge bonus
5
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.
- 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.
- 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
- Realm of Souls IRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassiveRealm of Souls IRegenerationReplenishes hit points of combatantsHeals injured before resurrectingPassive · Duration 7 s · 1 useFrom within the Realm of Souls – Nehekhara’s revered afterlife – deceased warriors are called forth and bound to mortal remains, to find purpose once again through war.
- Realm of Souls IIRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassiveRealm of Souls IIRegenerationReplenishes hit points of combatantsHeals injured before resurrectingPassive · Duration 14 s · 1 useThe spirits of warriors slain can be summoned from the Realm of Souls and bound to corporeal bodies, so that they may fight for the Tomb Kings as they did in life.
- Realm of Souls IIIRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassiveRealm of Souls IIIRegenerationReplenishes hit points of combatantsHeals injured before resurrectingPassive · Duration 21 s · 1 useThe Liche Priests use the very breath of Nehekhara’s gods to reach into the Realm of Souls, retrieving the spirits of dead soldiers for binding and eternal service to their Tomb King’s will.
- DisintegratingDirect DamagepassiveDisintegratingDirect DamagePassiveThe Dark Magic that holds these subjects together has failed. As the Necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
- CrumblingDirect DamagepassiveCrumblingDirect DamagePassiveIn the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
Counters
Good against
- Large units — bonus vs large 19e.g. Rogue Idol, Dread Saurian, Feral Dread Saurian · Tomb Kings: Khemric Titan, Hierotitan
- Heavily armoured units — 20 of 29 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Tomb Kings: Khemric Titan, Necropolis Knights
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tomb Kings: Morghast Harbingers, Khemrian Warsphinx
- Heavy large units — infantry-sized, mass 120e.g. Dread Maw, Thunderbarge, Steam Tank · Tomb Kings: Khemric Titan, Hierotitan
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 (Armoured) (17.09× faster), Skin Wolves (14.70× faster), Warp-Grinders (9.29× faster)
Loses to, at a similar price: Marauder Champions (2.88× slower), Greatswords (2.29× slower), Infernal Guard (2.28× 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. Tomb Kings units ranked.
Patch changes
- Custom battle: now in the Undead Legions roster
Who can field it
- Tomb Kings · Khemri
- 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.