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HomeHome / Total War: WARHAMMER II / Empire Secessionists (Mortal Empires) / Units / Demigryph Knights
Demigryph Knights Empire Secessionists (Mortal Empires)Empire Secessionists (Mortal Empires) Shock Cavalry

Demigryph Knights

More stalwart and powerful than even the riders atop them, Demigryphs deliver a monstrous charge into enemy battle lines.

Whilst many of the monstrous creatures ridden by the heroes of the Empire have been raised from birth, such is not always the case with demigryphs. Amongst some Knightly Orders, an aspiring Knight's final trial is to capture a demigryph and break it up to his will. Unsurprisingly, many fail and are torn to bloody ribbons. As a result, there are relatively few Demigryph Knights in the Empire and even the Knights Griffon, who count fully two dozen of these majestic beasts amongst their number, still rely primarily on more conventional steeds. However, those few small Orders, such as the Knights of Taal's Fury and the Knights of the Vengeful Sun, whose entire brotherhoods can take to war upon these monstrous beasts, have a roll of victory honours surpassed only by the most ancient of Knightly Orders. Demigryph Knights do not tend to overwhelm their prey in great sweeping charges. Instead they are more likely to engage the enemy in protracted assaults where the strength and endurance of their fearsome mounts becomes decisive. Demigryphs are well suited to the savage and bloody nature of such fighting, with their claws and razor sharp beaks cutting a bloody swathe through their foes. In such close confines, a Knight's traditional lance loses much of its effectiveness, and many Demigryph Knights have thusly adapted their fighting style to wield heavy cavalry halberds in battle instead. These weapons strike the perfect balance between reach and power, and are far better suited to the Knight's role on the battlefield.

Demigryph Knights

Unit Name

Demigryph Knights

Main Unit Key

wh_main_emp_cav_demigryph_knights_0

Land Unit Key

wh_main_emp_cav_demigryph_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

1400

Recruitment Cost

1400

Upkeep Cost

350

Melee Attack

38

Weapon Strength (Weapon Damage)

58

├ Melee Weapon

wh_main_emp_demigryph_lance

├ Melee Damage Base

19

├ Melee Damage Ap

39

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

60

Melee Defence

36

├ Base Defence

36

├ Shield

wh_missile_block_30_metal

└ Shield Defence

0

Armour

155

├ Armour

wh2_main_plate_125

├ Armour Defence

125

└ Shield Armour

30

Health

210

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

194

├ Mount

wh_main_emp_mnt_demigryph

├ Mount Entity

wh_main_monster_demigryph_blood

├ Mount Speed

75

└ Mount Health

8

Leadership (Base Morale)

70

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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-Infantry
    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 affects a large area.
Requires Buildings
Demigryph Knights Lv. 0 Menagerie
Menagerie
(wh_main_emp_stables_3)
Level 2
Garrison Buildings
Demigryph Knights x 2 Altdorf (City)
Altdorf (City)
(wh_main_special_settlement_altdorf_4_emp)
Level 4
Altdorf (City-State)
Altdorf (City-State)
(wh_main_special_settlement_altdorf_5_emp)
Level 5
Lairs of Clar Karond
Lairs of Clar Karond
(wh2_main_special_clar_karond_lairs_emp)
Level 0