The Royal Altdorf Gryphites (Demigryph Knights)Majesty and power personified, their devastating charge exemplifying their regal brilliance.
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.
Unit NameThe Royal Altdorf Gryphites (Demigryph Knights)
Main Unit Keywh_dlc04_emp_cav_royal_altdorf_gryphites_0
Land Unit Keywh_dlc04_emp_cav_royal_altdorf_gryphites_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupShock Cavalry
Naval Unit GroupShock Cavalry
Custom Battle Cost1800
├ Melee Weaponwh_main_emp_demigryph_halberd
├ Melee Damage Base18
├ Melee Damage Ap38
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants30
└ Bonus vs Infantry0
├ Base Defence43
└ Shield Defence0
├ Armour Defence125
└ Shield Armour0
├ Man Entitywh_main_cavalry_rider_standard_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points230
├ Mount Entitywh_main_monster_demigryph_blood
├ Mount Speed76
└ Mount Health8
Leadership (Base Morale)81
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Causes Terror
This unit can fear themselves.
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.
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.
Faction Mercenaries Pool
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