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Feral Mammoth WintertoothWintertooth Monsters & Beasts

Feral Mammoth

Trained to trample on command, a Mammoth can easily reduce enemies to a bloody ground-smear.

Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. With their elephantine trunks and great curved tusks, they are not unlike living mountains, feeding off the thorny barrens and causing the ground to quake as they follow their endless migration paths. The Northmen frequently seek them out as abandoned calves, for if a mammoth is trained early enough, it can be brought into battle as a highly effective trampling weapon that can easily reduce enemies to bloody ground-smears. Exposure to Chaos-tainted materials has resulted in some of the species mutating into larger and more aggressive versions of the regular feral variety, sometimes sprouting extra horns that make them desirable to be ridden into battle as War Mammoths.

Feral Mammoth

Unit Name

Feral Mammoth

Main Unit Key

wh_dlc08_nor_mon_war_mammoth_0

Land Unit Key

wh_dlc08_nor_mon_war_mammoth_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Mammoth

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1500

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

1

Hit Points

12988

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hq3_mammoth

├ Man Entity

wh_dlc08_nor_mon_mammoth_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

12980

Mass

6000

└ Man Mass

6000.0000

Armour

30

├ Armour

wh2_main_leather_30

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

56

└ Man Speed

56

Melee Attack

30

Melee Defence

28

Weapon Strength

525

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks

Base Weapon Damage

155

Armour-Piercing Weapon Damage

370

Bonus vs. Large

0

Bonus vs. Infantry

34

Charge Bonus

68

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%

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.
  • Rampage
    When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Strengths & Weaknesses

  • 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-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 effects a large area.