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HomeHome / Total War: WARHAMMER II / Wintertooth (Mortal Empires) / Units / The Great Mawherd of Bloodfjord (Feral Mammoth)
The Great Mawherd of Bloodfjord (Feral Mammoth) Wintertooth (Mortal Empires)Wintertooth (Mortal Empires) Melee Infantry

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.

The Great Mawherd of Bloodfjord (Feral Mammoth)

Unit Name

The Great Mawherd of Bloodfjord (Feral Mammoth)

Main Unit Key

wh_dlc08_nor_mon_war_mammoth_boss

Land Unit Key

wh_dlc08_nor_mon_war_mammoth_boss

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monster

Naval Unit Group

Monster

Soldiers

5

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Cost

5000

Recruitment Cost

1700

Upkeep Cost

425

Melee Attack

34

Weapon Strength (Weapon Damage)

525

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks

├ Melee Damage Base

155

├ Melee Damage Ap

370

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

34

Charge Bonus

93

Melee Defence

30

├ Base Defence

30

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_leather_30

├ Armour Defence

30

└ Shield Armour

0

Health

3408

├ Man Entity

wh_dlc08_nor_mon_mammoth_ror_blood

├ Man Speed

56

├ Man Health

8

└ Bonus Hit Points

3400

Leadership (Base Morale)

100

Abilities

No Ability

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.

Strengths & Weaknesses

  • Causes Terror
    This unit can fear themselves.
  • 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.
  • Anti-Large
    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.
Recuitment Requirement
Maximum Number 1