Royal Hippogryph Knights

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Royal Hippogryph Knights
Wh dlc07 brt royal hippogryph knights.png
Overview
FactionBretonnia
CategoryFlying monstrous cavalry
Unit size8
Recruitment
Icon treasury.png Cost (MP): 2000 (2000)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 500
Buildings required:
Armoury
Statistics
Icon stat health.png Health: 1020
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 90
Icon stat attack.png Melee attack: 46
Icon stat defence.png Melee defence: 34
Icon stat charge bonus.png Charge Bonus: 50
Weapons
Melee
Icon stat damage.png Weapon Damage: 35
Modifier icon armour piercing.png Armour-Piercing Damage: 100
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 3
Protection
Icon stat armour.png
Armor:
45%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause 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.

Royal Hippogryph Knights is a Bretonnia flying monstrous cavalry unit. A hippogryph is no easy prize, but its power in battle makes the effort to tame one worth it.

Description[edit | edit source]

Taming a hippogryph presents a challenge that many Bretonnian Lords cannot turn down, and this has made them into much sought after steeds. To successfully do so, the animal must be captured and broken at a very young age but, given the relentless territorialism of adult hippogryphs, acquiring a chick or an egg can prove a dangerous proposition indeed. Occasionally, the task of appropriating such a beast is given to a Knight Errant as a way of proving himself. More often, a Duke will find suitable 'volunteers' from among the peasantry, promising a huge reward to any survivors that return with a healthy, young hippogryph.

Abilities[edit | edit source]

  • 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.
  • 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.

Strategy[edit | edit source]

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