War MammothThis twisted and enraged beast is a terrifying totem of might and power.
Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. With their elephantine trunks and great curved tusks, they are not unlike living mountains, feeding off the thorny barrens and causing the ground to quake as they follow their endless migration paths. The Northmen frequently seek them out as abandoned calves, for if a mammoth is trained early enough, it can be brought into battle as a highly effective trampling weapon that can easily reduce enemies to bloody ground-smears. Exposure to Chaos-tainted materials has resulted in some of the species mutating into larger and more aggressive versions of the regular feral variety, sometimes sprouting extra horns that make them desirable to be ridden into battle as War Mammoths.
Unit NameWar Mammoth
Main Unit Keywh_dlc08_nor_mon_war_mammoth_1
Land Unit Keywh_dlc08_nor_mon_war_mammoth_1
Naval Unit Keywh_main_shp_transport
Land Unit Group
Naval Unit Group
Custom Battle Cost2200
├ Melee Weaponwh_dlc08_nor_mammoth_tusks
├ Melee Damage Base125
├ Melee Damage Ap400
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry5
├ Base Defence30
└ Shield Defence0
├ Armour Defence70
└ Shield Armour0
├ Man Entitywh_dlc08_nor_mon_mammoth_howdah_blood
├ Man Speed56
├ Man Health8
├ Bonus Hit Points13418
├ Mount Entitywh_dlc08_nor_mon_mammoth_howdah_blood
├ Mount Speed56
└ Mount Health8
Leadership (Base Morale)60
- 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.
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-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 effects a large area.
Altar of the Bloodfathers