

Auxiliary African Elephants
In the end, all things must serve the Empire.War elephants were not battle-winning weapons on their own. They needed to be used properly, and given the right support if they were to break an enemy line and the enemy’s will to fight on. They would often be accompanied into battle with a screen of friendly skirmishers. It was their job to keep the elephants from being harassed by the enemy’s light troops, allowing the elephants to attack unmolested. The sheer size of an elephant was enough to instil terror, before its tusks impaled men, or it hurled enemies away or trampled them to death. Even in the best conditions, elephants could be unpredictable: they could react with anger if their handlers were killed or wounded, but they could also turn on the same men when they had reached breaking point. Sent forwards at the right moment, though, and they could sweep all before them.
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Unit Name Auxiliary African Elephants |
Main Unit Key 3c_Aux_African_Elephants |
Land Unit Key 3c_Aux_African_Elephants |
Naval Unit Key 3c_pel_transport |
Soldiers 12 |
Category Elephants |
Class Elephant |
Custom Battle Cost 1400 |
Recruitment Cost 1400 |
Upkeep Cost 280 |
Melee Attack 54 |
Weapon Damage 60 |
├ Melee Weapon tusks |
├ Melee Damage Base 30 |
├ Melee Damage Ap 30 |
├ Armour Piercing No |
├ Bonus vs. Large 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 36 |
Melee Defence 21 |
├ Base Defence 21 |
├ Shield none |
└ Shield Defence 0 |
Armour 30 |
├ Armour leather |
├ Armour Defence 30 |
└ Shield Armour 0 |
Health 905 |
├ Man Entity rome_infantry_heavy |
├ Man Health 40 |
├ Bonus Hit Points 15 |
├ Mount african_elephant |
├ Mount Entity elephant |
└ Mount Health 850 |
Base Morale 55 |
Abilities
Auxiliary African Elephants- Kill Elephants
Elephant drivers will kill their mounts with spikes. To be used only if they run amok. - Stampede
Charges are more effective for an extended time.
Charge bonus
Exertion: fatigue
Attributes
- Mighty Knockback
This unit causes extra damage when it knocks enemies back. - Resistant to Heat
This unit tires less quickly in the desert. - Run Amok
This unit may go crazy if it's under pressure. - Scare (everyone)
This unit frightens all enemy units. - Immune to Fear
This unit is immune to the fear effects of scary units.
Strengths & Weaknesses
Transport- Very poor hull strength
- Very slow speed
- Weak ramming
- Very good charge
- High damage
- Large amount of hit points
- Average morale
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Unit Resouces | 3c_Elephant_Auxilia | |||||||||||||||||||||||||||||||
Empire Divided Regions
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Requires Buildings | ||||||||||||||||||||||||||||||||
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Auxiliary Garrison
(3c_rome_military_aux_3) Level 2 |
Faction Availability | |
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Empire Divided |


























































































































































































