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Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.

The Great Mawherd of Bloodfjord (Feral Mammoth) are a World Walkers Norsca Regiment of Renown monster unit introduced in Total War: Warhammer with the Foundation Update.

Recruitment[ | ]

  • Icon effect ror Recruited with: Regiments of Renown Recruitment panel after defeating them trough the Monstrous Arcanum mechanic

Description[ | ]

Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. 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. 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. 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.

Attributes[ | ]

  • Wh dlc08 nor chaos war mammoth War Mammoth
  • Armour-Piercing: The damage of Modifier icon armour piercingarmour-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: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a Modifier icon bonus vs largedamage 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.
  • 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.

Unit Abilities[ | ]

Active Abilities[ | ]

Changes from Feral Mammoth[ | ]

  • Unit effect positive Unit Size increased from 1 to 2/3/4/5 (depends on Unit Size settings)
  • Unit effect positive New Active Ability: Wh pro04 unit abilities enrage Enrage
  • Unit effect positive Resistance missile Missile Resistance increased from 0% to 30%
  • Unit effect both Icon stat health Health increased from 12988 to 13460
    • Spacebar unit health ammoHealth per Entity reduced from 12988 to 2692
  • Unit effect positive Icon stat charge bonus Charge Bonus increased from 68 to 73
  • Unit effect positive Icon stat mass Mass increased from 6000 to 6500
  • Unit effect positive Attribute removed: Rampage Rampage
  • Unit effect negative Icon treasury Cost increased from 1500 to 2000 (SP & MP)
  • Unit effect negative Icon upkeep Upkeep increased from 375 to 500
  • Unit effect negative Passive Ability removed: Wh3 main unit passive single entity Wounds
  • Unit effect negative Icon stat morale Leadership reduced from 55 to 50
  • Unit effect negative Icon stat damage Weapon Strength reduced from 525 to 130
    • Icon Stat Damage Base Base Weapon Damage reduced from 155 to 30
    • Modifier icon armour piercing Armour-Piercing Weapon Damage reduced from 370 to 100
    • Modifier icon bonus vs infantry Bonus vs. Infantry reduced from 34 to 17

Strategy[ | ]

This campaign/custom battle exclusive unit is similar to a feral Mammoth except it has 5 models instead of one. This makes it incredibly more disruptive and more damaging, as there are five models attacking rather than one. On top of this, they also have a base 30% missile resistance to ward off ranged attacks. Finally, their enrage ability allows them to shrug off a significant portion of damage.

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