Demigryph Knights (Halberds)
More stalwart and powerful than even the riders atop them, Demigryphs deliver a monstrous charge into enemy battle lines.Whilst many of the monstrous creatures ridden by the heroes of the Empire have been raised from birth, such is not always the case with demigryphs. Amongst some Knightly Orders, an aspiring Knight's final trial is to capture a demigryph and break it up to his will. Unsurprisingly, many fail and are torn to bloody ribbons. As a result, there are relatively few Demigryph Knights in the Empire and even the Knights Griffon, who count fully two dozen of these majestic beasts amongst their number, still rely primarily on more conventional steeds. However, those few small Orders, such as the Knights of Taal's Fury and the Knights of the Vengeful Sun, whose entire brotherhoods can take to war upon these monstrous beasts, have a roll of victory honours surpassed only by the most ancient of Knightly Orders. Demigryph Knights do not tend to overwhelm their prey in great sweeping charges. Instead they are more likely to engage the enemy in protracted assaults where the strength and endurance of their fearsome mounts becomes decisive. Demigryphs are well suited to the savage and bloody nature of such fighting, with their claws and razor sharp beaks cutting a bloody swathe through their foes. In such close confines, a Knight's traditional lance loses much of its effectiveness, and many Demigryph Knights have thusly adapted their fighting style to wield heavy cavalry halberds in battle instead. These weapons strike the perfect balance between reach and power, and are far better suited to the Knight's role on the battlefield.
Unit Name Demigryph Knights (Halberds) |
Main Unit Key wh2_dlc13_emp_cav_demigryph_knights_1_imperial_supply |
Land Unit Key wh_main_emp_cav_demigryph_knights_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Shock Cavalry |
Naval Unit Group Monstrous Shock Cavalry |
Soldiers 32 |
Caste Monstrous Cavalry |
Category Cavalry |
Class Shock Cavalry |
Cost 1500 |
Recruitment Cost 0 |
Upkeep Cost 375 |
Melee Attack 32 |
52 |
├ Melee Weapon wh_main_emp_demigryph_halberd |
├ Melee Damage Base 17 |
├ Melee Damage Ap 35 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 25 |
└ Bonus vs Infantry 0 |
Charge Bonus 48 |
30 |
├ Base Defence 30 |
├ Shield none |
└ Shield Defence 0 |
125 |
├ Armour wh2_main_plate_125 |
├ Armour Defence 125 |
└ Shield Armour 0 |
210 |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 194 |
├ Mount wh_main_emp_mnt_demigryph |
├ Mount Entity wh_main_monster_demigryph_blood |
├ Mount Speed 75 |
└ Mount Health 8 |
Leadership (Base Morale) 70 |
Abilities
No Ability
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. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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.
Faction Availability | |
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The Eye of the Vortex |