![]() ![]() A 'Doomstack' of a Lord, a Wizard and 18 war Mammoths can take on armies of 1.5 times it size on any difficulty with a decent player controlling it. Units that cause terror are immune to terror and fear themselves.Īlthough expensive, War Mammoths are considered to be the most effective melee unit in the whole game. ▲ Causes Terror: This unit can cause terror, making its melee target rout for a short time.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. ▲ Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse.They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. ▲ Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies.▲ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.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 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. 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. Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths.
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