The Royal Altdorf Gryphites (Demigryph Knights)

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The Royal Altdorf Gryphites
Wh dlc04 emp royal gryphites.png
Shock cavalry.png
Overview
FactionEmpire
CategoryEmpire cavalry
Unit size32
Recruitment
Icon treasury.png Cost (MP): 1850 (1850)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 463
Statistics
Icon stat health.png Health: 210
Icon stat morale.png Leadership: 80
Icon stat speed.png Speed: 75
Icon stat attack.png Melee attack: 38
Icon stat defence.png Melee defence: 41
Icon stat charge bonus.png Charge Bonus: 48
Weapons
Melee
Icon stat damage.png Weapon Damage: 17
Modifier icon armour piercing.png Armour-Piercing Damage: 35
Icon stat speed.png Melee Interval: 4.8 s
Modifier icon bonus vs large.png Bonus vs. Large: 25
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
88.75%
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.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

The Royal Altdorf Gryphites (Demigryph Knights) is a Empire cavalry unit. Majesty and power personified, their devastating charge exemplifying their regal brilliance.

Description[edit | edit source]

At the head of the Drakwald Riders are the Royal Altdorf Gryphites, amongst the finest of the Order's Inner Circle of cavalrymen. At their inception, these demigryph-riding veterans numbered over a dozen, but since the scouring of the Beastmen tribes from the Drakwald Road, their numbers have been sorely reduced. When Karl Franz received von Korden's plea for reinforcements, the Gryphites numbered only three - yet he bade them them join whatever remnants of Volkmar's crusade still lived. Despite their low numbers, the vicious mounts and long lances of these knights give them a distinct advantage over the Undead that plague Sylvania's countryside.

Abilities[edit | edit source]

  • 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.
  • 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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]

Click here to add a strategy!

This unit is incredibly valuable on the Empire roster for their constant ability to cause terror. This makes them very strong against lower leadership factions like Greenskins, Beastmen, etc. The ability to cause terror and disperse enemy units is very valuable. On top of that they are probably the best melee anti-large unit in the Empire, so if one suspects many large units on the battlefield bring them. They are vulnerable to heavy ranged fire (no shields) and debuffing magic. For this reason it is good to pair them with a Lord or Hero that can give them combat buffs like the Warrior Priest or Karl Franz. Also, if one is going to go elite by bringing costly units, it is wise to support them with healing via Lore of Life.