The Great Mawherd of Bloodfjord (Feral Mammoth)

ID: wh_dlc08_nor_mon_war_mammoth_boss

Unit

The Great Mawherd of Bloodfjord (Feral Mammoth)
War Mammoth
5 1700 425
Armour-Piercing
Anti-Large
Causes Terror
17,040
Armour 30
Leadership 100
Speed 56
Melee Attack 34
Melee Defence 30
Weapon Strength 525
Charge Bonus 93

About

Unit Description

Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.

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.

Attributes

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.

Strengths & Weaknesses

Anti-Large

Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.

Armour-Piercing

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.

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 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 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 34
Melee Defence 30
Charge Bonus 93
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 100
Bonus Hit Points 3400
Unit Stats
Unit Caste Monster
Unit Weight Super Heavy
Unit Group War Mammoth
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 1700
Upkeep Cost 425
Unit Size 5
Melee CP 1700
Missile CP

Equipment

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
Armour Value 30
Shield
Missile Block Chance 0