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.
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 |
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 |
100 |
└ Man Mass 100.0000 |
0 |
├ Armour wh_main_body_0 |
├ Shield wh_missile_block_35_inaudible |
└ Missile Block Chance 35 |
Leadership 85 |
33 |
└ Man Speed 33 |
Melee Attack 44 |
40 |
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 |