Marauder Chieftain (War Mammoth)Chieftains are the bravest, most warlike among their kind - hurling themselves into the fray and remaining until the very end.
The tribes of Northmen that flock southwards with any Chaos invasion are known by those in their path as Marauders. These savage barbarians fight with heavy axes and cruelly barbed flails, and charge in great howling mobs towards the foe. They have little fear of dying in battle, for they know that they fight under the scrutiny of their gods, and that cowards are beneath their deities' notice. The Chieftains that lead these warriors are a daunting sight, brooding hulks of muscle and hair whose bodies are covered in the scars and trophies of battle. Bearing weapons worn from dealing a thousand mortal injuries to those foolish enough to face them, these savage leaders are independent and fierce. These battle-hardened killers are the products of a people so steeped in conflict that, even in times of prosperity, they will fight to the death for the honour of leading the next raid.
Unit NameMarauder Chieftain (War Mammoth)
Main Unit Keywh_main_nor_cha_marauder_chieftan_3
Land Unit Keywh_main_nor_cha_marauder_chieftan_3
Naval Unit Keywh_main_shp_transport
Land Unit Group
Naval Unit Group
Custom Battle Cost2000
├ Melee Weaponwh_dlc08_nor_mammoth_tusks
├ Melee Damage Base125
├ Melee Damage Ap400
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry5
├ Base Defence35
└ Shield Defence0
├ Armour Defence70
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_hero_blood
├ Man Speed35
├ Man Health8
├ Bonus Hit Points13418
├ Mount Entitywh_dlc08_nor_mon_mammoth_howdah_blood
├ Mount Speed56
└ Mount Health8
Leadership (Base Morale)70
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- Stand or Die!
Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
- 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.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
- Causes Terror
This unit can fear themselves.
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.
- Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.