Left Panel
menu
HomeHome / Total War: WARHAMMER II / Knights of Caledor / Units / Princess (Griffon)
Princess (Griffon) Knights of CaledorKnights of Caledor Command

Princess (Griffon)

High Elf aristocrats are precise and calculating, and they bring this nature to the battlefield.

The noble families of Ulthuan have led the High Elves through times of peace and conflict for thousands of years. They pride themselves on a deep sense of honour, as well as the mastery of both diplomacy and war as art forms. The High Elves believe an existence lived without precision to be hollow, and scarcely preferable to death. Any Elven aristocrat is just at home fighting with sword in bloody melee as he is loosing deathly-accurate arrows from afar, or even dictating the strategy from a greater distance still. Depending on their wealth and the kingdom of their birth, the princes and princesses of Ulthuan fight in many different ways. Those of Tiranoc typically do battle from the back of swift-wheeled chariots, while the lords of Lothern often stand, spear and bow in hand, amidst the ranks of the Sea Guard. Those with the greatest wealth might ride upon a Great Eagle or Griffon or, in the case of the mightiest princes and princesses of Caledor, a Dragon. Such steeds are invariably a symbol of status, as well as lending a brutal advantage in the midst of battle.

Princess (Griffon)

Unit Name

Princess (Griffon)

Main Unit Key

wh2_dlc15_hef_cha_princess_6

Land Unit Key

wh2_dlc15_hef_cha_princess_6

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Flying Monstrous Cavalry

Naval Unit Group

Flying Monstrous Cavalry

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Cost

1550

Recruitment Cost

1550

Upkeep Cost

388

Missile Damage

270

├ Missile Weapon

wh2_main_hef_longbow_arrow_princess

├ Projectile

wh2_main_hef_longbow_arrow_princess

├ Missile Damage

190

├ Missile Ap Damage

80

└ Base Reload Time

8

Accuracy

10

Range

180

Reload

10

Shots Per Minute

8.3

Ammunition

40

Melee Attack

50

Weapon Strength (Weapon Damage)

450

├ Melee Weapon

wh_main_emp_imperial_griffon

├ Melee Damage Base

160

├ Melee Damage Ap

290

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

70

Melee Defence

38

├ Base Defence

38

├ Shield

none

└ Shield Defence

0

Armour

60

├ Armour

wh2_main_plate_60

├ Armour Defence

60

└ Shield Armour

0

Health

5112

├ Man Entity

wh_main_infantry_standard_hero_blood

├ Man Speed

34

├ Man Health

8

├ Bonus Hit Points

5096

├ Mount

wh2_dlc15_hef_mnt_griffon

├ Mount Entity

wh_main_flying_griffon_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

80

Abilities

  • Volley of High Arrows
    By which an unexpected shower of pointy death rains down upon the unfortunate targets. Ouch!
  • Loose!
    The authorisation to loose arrows without adherence to drill makes for an irregular - and therefore far deadlier - hail of pointed death.
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

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.
  • 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Causes Terror
    This unit can fear themselves.
  • Armour-Piercing Melee
    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.
  • Melee Expert
    Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.