About
Unit Description
More stalwart and powerful than even the riders atop them, Demigryphs deliver a monstrous charge into enemy battle lines.
Historical Description
Whilst many of the monstrous creatures ridden by the heroes of the Empire have been raised from birth, such is not always the case with demigryphs. Amongst some Knightly Orders, an aspiring Knight's final trial is to capture a demigryph and break it up to his will. Unsurprisingly, many fail and are torn to bloody ribbons. As a result, there are relatively few Demigryph Knights in the Empire and even the Knights Griffon, who count fully two dozen of these majestic beasts amongst their number, still rely primarily on more conventional steeds. However, those few small Orders, such as the Knights of Taal's Fury and the Knights of the Vengeful Sun, whose entire brotherhoods can take to war upon these monstrous beasts, have a roll of victory honours surpassed only by the most ancient of Knightly Orders. Demigryph Knights do not tend to overwhelm their prey in great sweeping charges. Instead they are more likely to engage the enemy in protracted assaults where the strength and endurance of their fearsome mounts becomes decisive. Demigryphs are well suited to the savage and bloody nature of such fighting, with their claws and razor sharp beaks cutting a bloody swathe through their foes. In such close confines, a Knight's traditional lance loses much of its effectiveness, and many Demigryph Knights have thusly adapted their fighting style to wield heavy cavalry halberds in battle instead. These weapons strike the perfect balance between reach and power, and are far better suited to the Knight's role on the battlefield.
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.
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Anti-Infantry
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.
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.
Armoured & Shielded
Armoured units can block damage from any source apart from
Armour-Piercing damage.
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Detailed Stats
Battle Entity Stats |
Unit Size |
Medium |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.50 |
Run Speed |
3.30 |
Acceleration |
2.00 |
Deceleration |
4.00 |
Charge Speed |
4.50 |
Ch. Dist. to Commence Run |
35.00 |
Ch. Dist. to Adopt Pose |
30.00 |
Ch. Dist. to Pick Target |
25.00 |
Turn Speed |
90 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Cavalry |
Unit Class |
Shock Cavalry |
Move Action Points |
2100 |
Melee Attack |
38 |
Melee Defence |
36 |
Charge Bonus |
60 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
3 |
Morale |
70 |
Bonus Hit Points |
194 |
Unit Stats |
Unit Caste |
Monstrous Cavalry |
Unit Weight |
Medium |
Unit Group |
Monstrous Shock Cavalry |
Unit Group Parent |
Cavalry & Chariots |
Recruitment Turns |
3 |
Recruitment Cost |
1400 |
Upkeep Cost |
350 |
Unit Size |
32 |
Melee CP |
1400 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Small |
Weapon Type |
Lance |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
19 |
Weapon AP Damage |
39 |
Building Damage |
10 |
Shield |
Missile Block Chance |
30 |