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 |
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 2000 |
Recruitment Cost 2000 |
Upkeep Cost 500 |
Melee Attack 44 |
66 |
├ Melee Weapon wh2_dlc16_wef_stag_knight_spear_ror |
├ Melee Damage Base 22 |
├ Melee Damage Ap 44 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 70 |
38 |
├ Base Defence 38 |
├ Shield wh_missile_block_30_inaudible |
└ Shield Defence 0 |
30 |
├ Armour wh_main_body_0 |
├ Armour Defence 0 |
└ Shield Armour 30 |
173 |
├ Man Entity wh_main_cavalry_rider_standard_ethereal |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 157 |
├ Mount wh2_dlc16_wef_mnt_great_stag_ror |
├ Mount Entity wh2_dlc16_wef_cav_great_stag_ethereal |
├ Mount Speed 90 |
└ Mount Health 8 |
Leadership (Base Morale) 85 |
Abilities
- Frenzy
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
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. - {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Woodsman
This unit can pass through trees. - Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees.
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 | |
---|---|
The Eye of the Vortex | |
Mortal Empires |