War Mammoth (Warshrine)

ID: wh_dlc08_nor_mon_war_mammoth_2


War Mammoth (Warshrine)
War Mammoth
1 2100 525
Causes Terror
Armour 70
Leadership 60
Speed 56
Melee Attack 34
Melee Defence 30
Weapon Strength 525
Charge Bonus 68


Unit Description

This vicious beast carries a warshrine aloft, carrying blasphemous icons and unholy relics to battle in sight of the Chaos Gods.

Historical Description

Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. With their elephantine trunks and great curved tusks, they are not unlike living mountains, feeding off the thorny barrens and causing the ground to quake as they follow their endless migration paths. The Northmen frequently seek them out as abandoned calves, for if a mammoth is trained early enough, it can be brought into battle as a highly effective trampling weapon that can easily reduce enemies to bloody ground-smears. Exposure to Chaos-tainted materials has resulted in some of the species mutating into larger and more aggressive versions of the regular feral variety, sometimes sprouting extra horns that make them desirable to be ridden into battle as War Mammoths.


Giver of Glory

The shrinemaster implores the fickle Chaos Gods for their aid, bestowing their dark blessings upon nearby Champions.

Favour of the Ruinous Powers

When the Dark Gods bless the faithful assembled from atop their mighty battle-altars, loyalty is assured forevermore.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


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.

Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


Armoured units can block damage from any source apart from Armour-Piercing damage.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 2.60
Run Speed 5.60
Acceleration 3.50
Deceleration 4.00
Charge Speed 8.00
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 34
Melee Defence 30
Charge Bonus 68
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 14088
Unit Stats
Unit Caste Monster
Unit Weight Super Heavy
Unit Group War Mammoth
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 2100
Upkeep Cost 525
Unit Size 1
Melee CP 2300
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 34
Weapon Damage 155
Weapon AP Damage 370
Building Damage 600
Armour Value 70
Missile Block Chance 0