Giant

ID: wh_main_grn_mon_giant

Unit

Giant
Monster
1 1500 375
Armour-Piercing
Anti-Infantry
Causes Terror
12,620
Armour 30
Leadership 100
Speed 39
Melee Attack 65
Melee Defence 30
Weapon Strength 600
Charge Bonus 40

About

Unit Description

A lumbering Giant is the terror of the battlefield, smashing entire ranks of men aside and feasting on the less fortunate ones.

Historical Description

To most Greenskins, a Giant is a bellowing, cursing display of raw might, ruthless aggression and really large stompy feet - all things that make Orcs and Goblins break out into raucous cheering. There are few sights more inspiring than watching one of "da big fellas" stomping an enemy into paste. Some even earn a degree of fame and notoriety, such as "Little Gork", so named because he was once hit in the face by a stone from a Grudge Thrower and has since believed himself to be Gork, painting himself green before each battle for effect. For their part, Giants are happy to join an army of Greenskins, as it significantly increases their chances of eating regularly and getting their hands on strong liquor. Amidst the endless battles, if an odd handful or two of Goblin happens to get scoffed along the way, no one seems to mind - it's just considered part of the rough and tumble of Greenskin life.

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-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.

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 3.90
Acceleration 3.00
Deceleration 4.00
Charge Speed 5.00
Ch. Dist. to Commence Run 35.00
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 65
Melee Defence 30
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 100
Bonus Hit Points 12612
Unit Stats
Unit Caste Monster
Unit Weight Very Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1500
Upkeep Cost 375
Unit Size 1
Melee CP 1500
Missile CP

Equipment

Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 150
Weapon AP Damage 450
Building Damage 600
Armour
Armour Value 30
Shield
Missile Block Chance 0