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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / The Great Mawherd of Bloodfjord (Feral Mammoth)
The Great Mawherd of Bloodfjord (Feral Mammoth) WintertoothWintertooth Monsters & Beasts

The Great Mawherd of Bloodfjord (Feral Mammoth)

Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.

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.

The Great Mawherd of Bloodfjord (Feral Mammoth)

Unit Name

The Great Mawherd of Bloodfjord (Feral Mammoth)

Main Unit Key

wh_dlc08_nor_mon_war_mammoth_ror_1

Land Unit Key

wh_dlc08_nor_mon_war_mammoth_ror_1

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Mammoth

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Number of Units

5

Hit Points

13460

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hq3_mammoth_boss

├ Man Entity

wh_dlc08_nor_mon_mammoth_ror_blood

├ Man Hit Points

8

├ Num Men

5

└ Bonus Hit Points

2684

Mass

6500

└ Man Mass

6500.0000

Armour

30

├ Armour

wh2_main_leather_30

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

56

└ Man Speed

56

Melee Attack

34

Melee Defence

20

Weapon Strength

130

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks_ror

Base Weapon Damage

30

Armour-Piercing Weapon Damage

100

Bonus vs. Large

0

Bonus vs. Infantry

17

Charge Bonus

73

Abilities

  • Enrage
    You really don't want to make them angry. No, *really*.
    [[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +40

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.

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-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