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HomeHome / Total War: WARHAMMER III / Talsyn / Units / Lost Sylvan Knights (Great Stag Knights)
Lost Sylvan Knights (Great Stag Knights) TalsynTalsyn Cavalry & Chariots

Lost Sylvan Knights (Great Stag Knights)

All dread the coming of the stampeding Sylvan Knights, whose ghostly forms terrorise the forest’s fringes.

Great Stags are magical beasts that are closely connected to the most ancient forests. It is said that when one emerges from its dark arboreal shelter, it signals the onset of portentous times and that great deeds are at hand. Creatures of such noble presence can only be tamed for brief periods and never truly mastered. Despite this, they sometimes serve as war-steeds for particularly bold and noble Elves and especially those of righteous cause. To ride a Great Stag is to charge into battle with unsurpassed grace, for they are kings amongst beasts, natural spirits of the world made manifest.

Lost Sylvan Knights (Great Stag Knights)

Unit Name

Lost Sylvan Knights (Great Stag Knights)

Main Unit Key

wh2_dlc16_wef_cav_great_stag_knights_ror_0

Land Unit Key

wh2_dlc16_wef_cav_great_stag_knights_ror_0

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Monstrous Shock Cavalry

Caste

Monstrous Cavalry

Category

Cavalry

Class

Shock Cavalry

Custom Battle Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Number of Units

32

Hit Points

5984

├ Mount

32

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_dlc16_st1_great_stag_spear_shield

├ Man Entity

wh_main_cavalry_rider_standard_ethereal

├ Man Hit Points

8

├ Num Men

32

└ Bonus Hit Points

179

Mass

100

└ Man Mass

100.0000

Armour

0

├ Armour

wh_main_body_0

├ Shield

wh_missile_block_35_inaudible

Missile Block Chance

35

Leadership

85

Speed

33

└ Man Speed

33

Melee Attack

44

Melee Defence

40

Weapon Strength

53

├ Melee Weapon

wh2_dlc16_wef_stag_knight_spear_ror

Base Weapon Damage

0

Armour-Piercing Weapon Damage

53

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

70

Abilities

  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%

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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • 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.
  • Ethereal
    Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Recuitment Requirement
Maximum Number 1
Faction Availability
Immortal Empires