Demigryph Knights (Halberds)

ID: wh_main_emp_cav_demigryph_knights_1

Unit

Demigryph Knights (Halberds)
Monstrous Shock Cavalry
32 1500 375
Armoured
Armour-Piercing
Anti-Large
6,464
Armour 125
Leadership 70
Speed 33
Melee Attack 32
Melee Defence 30
Weapon Strength 52
Charge Bonus 48

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-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.

Armoured

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

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 32
Melee Defence 30
Charge Bonus 48
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 1500
Upkeep Cost 375
Unit Size 32
Melee CP 1500
Missile CP

Equipment

Melee Weapon
Weapon Size Small
Weapon Type Lance
Bonus vs Cavalry
Bonus vs Large 25
Bonus vs Infantry
Weapon Damage 17
Weapon AP Damage 35
Building Damage 14
Armour
Armour Value 125
Shield
Missile Block Chance 0