The Great Mawherd of Bloodfjord (Feral Mammoth)Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.
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 NameThe Great Mawherd of Bloodfjord (Feral Mammoth)
Main Unit Keywh_dlc08_nor_mon_war_mammoth_ror_1
Land Unit Keywh_dlc08_nor_mon_war_mammoth_ror_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupWar Mammoth
Naval Unit GroupWar Mammoth
Custom Battle Cost1700
├ Melee Weaponwh_dlc08_nor_mammoth_tusks_ror
├ Melee Damage Base25
├ Melee Damage Ap80
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence20
└ Shield Defence0
├ Armour Defence30
└ Shield Armour0
├ Man Entitywh_dlc08_nor_mon_mammoth_ror_blood
├ Man Speed56
├ Man Health8
└ Bonus Hit Points2440
Leadership (Base Morale)50
You really don't want to make them angry. No, *really*.
- 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
- 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.