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.
Abilities
Enrage
You really don't want to make them angry. No, *really*.
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 |
20 |
Charge Bonus |
73 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
2 |
Morale |
50 |
Bonus Hit Points |
2684 |
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 |
Small |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
17 |
Weapon Damage |
30 |
Weapon AP Damage |
100 |
Building Damage |
600 |
Shield |
Missile Block Chance |
0 |