Great Stag Knights
Tamed only by the righteous, the sight of a charging Great Stag is a terrifying glimpse into the raging heart of the forest.Great Stags are magical beasts that are closely connected to the most ancient forests. It is said that when one emerges from its dark arboreal shelter, it signals the onset of portentous times and that great deeds are at hand. Creatures of such noble presence can only be tamed for brief periods and never truly mastered. Despite this, they sometimes serve as war-steeds for particularly bold and noble Elves and especially those of righteous cause. To ride a Great Stag is to charge into battle with unsurpassed grace, for they are kings amongst beasts, natural spirits of the world made manifest.
Unit Name Great Stag Knights |
Main Unit Key wh2_dlc16_wef_cav_great_stag_knights_0 |
Land Unit Key wh2_dlc16_wef_cav_great_stag_knights_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Shock Cavalry |
Naval Unit Group Monstrous Shock Cavalry |
Soldiers 32 |
Caste Monstrous Cavalry |
Category Cavalry |
Class Shock Cavalry |
Cost 1500 |
Recruitment Cost 1500 |
Upkeep Cost 375 |
Melee Attack 35 |
66 |
├ Melee Weapon wh2_dlc16_wef_stag_knight_spear |
├ Melee Damage Base 22 |
├ Melee Damage Ap 44 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 70 |
30 |
├ Base Defence 30 |
├ Shield wh_missile_block_30_metal |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_plate_60 |
├ Armour Defence 60 |
└ Shield Armour 30 |
212 |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 196 |
├ Mount wh2_dlc16_wef_mnt_great_stag |
├ Mount Entity wh2_dlc16_wef_cav_great_stag_blood |
├ Mount Speed 90 |
└ Mount Health 8 |
Leadership (Base Morale) 75 |
Abilities
- Frenzy
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Woodsman
This unit can pass through trees.
Strengths & Weaknesses
- Forest Stalker
Wood Elf units gain accuracy benefits when fighting in forests. - Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected. - Armour-Piercing
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.
Requires Buildings | |
---|---|
Lv. 0 |
Arboreal Paddock
(wh_dlc05_wef_cavalry_4) Level 3
Temple of Kurnous
(wh_dlc05_wef_temple_kurnous_1) Level 0 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |