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HomeHome / Total War: WARHAMMER III / Cult of Sigmar / Units / General of the Empire (Imperial Griffon)
General of the Empire (Imperial Griffon) Cult of SigmarCult of Sigmar Lords

General of the Empire (Imperial Griffon)

The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.

The armies of the Empire are led by warriors who have been trained to direct their forces as effortlessly as a swordsman wields a blade. First and foremost amongst these great leaders are the Elector Counts, inspirational and famous individuals whose mere presence can steady a wavering battle line. The knowledge that their count is personally fighting beside them is enough to embolden the courage of a province's soldiers and strengthen their resolve. In practice, however, it is unfeasible for Elector Counts to command every force that must be despatched, for the Empire is a dangerous land, and its territories are forever under attack from savage monsters and marauding armies. Often, command is delegated to a trusted soldier considered to be an honourable leader of men, and this officer will lead the province's forces when the count cannot. Of course there are always exceptions, and some of the more bellicose counts, such as Valmir von Raukov of Ostland, have an unhealthy love for the clash of swords and the thunder of cannons, thus taking to the field of battle whenever they can. Many of the men appointed by an Elector Count to lead an army will also be nobles of the Empire, educated in martial pursuits from an early age - falconry, swordsmanship and hunting Beastmen in the forests. Others have risen through the ranks, having first stood amongst the rank and file with a bloody halberd in their hands. These officers vary greatly in standing, depending on the size of the force they lead, and can be known as captain, marshals, generals or simply commanders. Regardless of their station, the vast majority will be tried and tested veterans of many years who have a fine understanding of the craft of soldiering, having spent most of their lives fighting in defence of the Empire.

General of the Empire (Imperial Griffon)

Unit Name

General of the Empire (Imperial Griffon)

Main Unit Key

wh_main_emp_cha_general_3

Land Unit Key

wh_main_emp_cha_general_3

Land Unit Group Parents

Lords

Land Unit Group

Flying Monstrous Cavalry

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1400

Recruitment Cost

1400

Upkeep Cost

375

Number of Units

1

Hit Points

5376

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_bc2_griffon_wb_sword_shield

├ Man Entity

wh_main_infantry_standard_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5368

Mass

600

└ Man Mass

600.0000

Armour

85

├ Armour

wh2_main_plate_85

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

34

└ Man Speed

34

Melee Attack

47

Melee Defence

30

Weapon Strength

450

├ Melee Weapon

wh_main_emp_imperial_griffon

Base Weapon Damage

160

Armour-Piercing Weapon Damage

290

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

70

Abilities

  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • Stand Your Ground!
    On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
    Melee Defence +24
    Leadership +16
  • Hold the Line!
    Those in command of the ranks will issue their orders with a ferocious bark, expecting instant obeisance.
    Melee Defence +5
    Leadership +4
  • Bloodroar
    The mighty griffon lets out a blood-curdling roar, chilling his enemies.
    Leadership -8

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 leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Can Fly
    This unit can fly.

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.