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HomeHome / Total War: WARHAMMER III / Cult of Sigmar / Units / The Royal Altdorf Gryphites (Demigryph Knights)
The Royal Altdorf Gryphites (Demigryph Knights) Cult of SigmarCult of Sigmar Cavalry & Chariots

The Royal Altdorf Gryphites (Demigryph Knights)

Majesty and power personified, their devastating charge exemplifying their regal brilliance.

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.

The Royal Altdorf Gryphites (Demigryph Knights)

Unit Name

The Royal Altdorf Gryphites (Demigryph Knights)

Main Unit Key

wh_dlc04_emp_cav_royal_altdorf_gryphites_0

Land Unit Key

wh_dlc04_emp_cav_royal_altdorf_gryphites_0

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Monstrous Shock Cavalry

Caste

Monstrous Cavalry

Category

Cavalry

Class

Shock Cavalry

Custom Battle Cost

1850

Recruitment Cost

1850

Upkeep Cost

463

Number of Units

32

Hit Points

6720

├ Mount

32

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_bc2_demigryph_halberd

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Hit Points

8

├ Num Men

32

└ Bonus Hit Points

202

Mass

100

└ Man Mass

100.0000

Armour

125

├ Armour

wh2_main_plate_125

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

33

└ Man Speed

33

Melee Attack

43

Melee Defence

41

Weapon Strength

54

├ Melee Weapon

wh_main_emp_demigryph_halberd

Base Weapon Damage

18

Armour-Piercing Weapon Damage

36

Bonus vs. Large

25

Bonus vs. Infantry

0

Charge Bonus

48

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

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]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
Faction Availability
Immortal Empires
The Realm of Chaos