Demigryph Knights are nice but they are expensive in upkeep (375, -5% with Talabheim landmark), while the Reiksguard is more reasonable (287 and -10% Karl and -5% with the Reiksguard landmark in Altdorf). To compare Empire Knights got 225 upkeep (-5% with Talabheim landmark). Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.
- Demigryph Knights
- Total War Warhammer Demigryph Knights
- Warhammer Demigryph Knights
Overview |
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Faction | Empire | Category | Shock Cavalry | Unit size | 24 |
Recruitment |
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Cost (MP): | 1500 (1450) |
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Turns: | 3 |
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Upkeep: | 375 |
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Buildings required: |
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Armoury |
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Statistics |
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Health: | 210 |
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Leadership: | 70 |
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Speed: | 75 |
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Melee attack: | 38 |
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Melee defence: | 36 |
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Charge Bonus: | 60 |
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Weapons |
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Melee | Weapon Damage: | 19 |
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Armour-Piercing Damage: | 39 |
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Melee Interval: | 4.7 s |
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Range: | 1 |
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Attributes |
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- Can Cause 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.
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Demigryph Knights is a Empire shock cavalry unit in Total War: Warhammer. More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines.
Description[edit | edit source]
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.
Abilities[edit | edit source]
Demigryph Knights
- ↑Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
- ↑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 & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Total War Warhammer Demigryph Knights
Strategy[edit | edit source]
The more well rounded of the Demigryph knights, these warriors can excel in most situations. They have solid armour piercing, strong melee stats, high charge bonus, bronze shields. They will come out on top in many 1v1s. However, they will struggle under immense pressure and should be kept away from units with an anti-large bonus.
Oddly enough people tend to almost always take the halberd variety for anti-large and dismiss these guys as less effective. When it comes to elite heavy infantry crunching however, particularly with the ability to stay alive and come out the other side to charge again, the demigryph with lance and shield is very hard to beat. they are among the gold standards of the archetypal shock cavalry. Just use them for the battles they're meant for and you'll see some wonderful effects from them.
Warhammer Demigryph Knights
Synergizes well with a mounted wizard, hero, general, pistoliers, outriders, steam tanks, and basically anything that can move quickly. They are all around elite cav that can bring something to any situation.
Legendary Lords | Karl Franz · Balthasar Gelt | Lords | Boris Todbringer · General of the Empire | Heroes | Empire Captain · Witch Hunter · Warrior Priest · Amber Wizard · Jade Wizard · Grey Wizard · Bright Wizard · Celestial Wizard · Light Wizard | Mounts | Warhorse · Barded Warhorse · Imperial Pegasus · Imperial Griffon | Melee infantry | Spearmen · Spearmen (Shields) · Swordsmen · Greatswords · Halberdiers | Missile infantry | Crossbowmen · Handgunners | Cavalry | Empire Knights · Demigryph Knights · Demigryph Knights (Halberds) · Reiksguard | Missile cavalry | Outriders · Outriders (Grenade Launcher) · Pistoliers |
Artillery and war machines | Great Cannon · Helblaster Volley Gun · Helstorm Rocket Battery · Mortar · Luminark of Hysh · Steam Tank |
The Grim and the Grave paid DLC |
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Legendary Lord | Volkmar the Grim | Lord | Arch Lector | Mount | War Altar of Sigmar | Units | Knights of the Blazing Sun · Free Company Militia · Flagellants | Regiments of Renown | Hammer of the Witches · The Sunmaker · The Royal Altdorf Gryphites · Sigmar's Sons · The Tattersouls · The Silver Bullets · Stirland's Revenge · Zintler's Reiksguard · Templehof Luminark |
Added free in The Amethyst Update for Total War: Warhammer II |
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Heroes | Amethyst Wizard |
The Hunter and the Beast paid DLC |
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Legendary Lord | Markus Wulfhart | Lord | Huntsman General | Heroes | Kalara · Hertwig Van Hal · Rodrik L'Anguille · Jorek Grimm | Units | Archers (Empire) · Huntsmen · War Wagon · War Wagon (Mortar) | Regiments of Renown | Deathjacks · White Wolves · The Black Lions |
Added free in The Empire Undivided Update for Total War:Warhammer II |
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Elector Count State Troops | Carroburg Greatswords · Swords of Ulric · Nordland Mariners · Stubborn Bulls · Sootson's Guns · Stir River Patrol · The Noble Sons Abroad · The Emperor's Wrath · Gunderson's Surefires · Knights of the Everlasting Light · Eldred's Guard · The Bordermen · Knights of Morr |
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Retrieved from 'https://totalwarwarhammer.gamepedia.com/Demigryph_Knights?oldid=82242'
Overview |
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Faction | Empire | Category | Empire cavalry | Unit size | 32 |
Recruitment |
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Cost (MP): | 1850 (1850) |
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Turns: | 1 |
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Upkeep: | 463 |
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Statistics |
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Health: | 210 |
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Leadership: | 80 |
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Speed: | 75 |
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Melee attack: | 38 |
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Melee defence: | 41 |
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Charge Bonus: | 48 |
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Weapons |
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Melee | Weapon Damage: | 17 |
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Armour-Piercing Damage: | 35 |
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Melee Interval: | 4.8 s |
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Bonus vs. Large: | 25 |
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Range: | 1 |
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Attributes |
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- Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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): This unit can hide in forests until enemy units get too close.
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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.
Elite Demigryph Knights, the Gryphites have become known for inflicting terror upon their foes, and are distinguishable on the battlefield by their snow-leopard colouring and blue-tinged armour.
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]
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.
Legendary Lords | Karl Franz · Balthasar Gelt | Lords | Boris Todbringer · General of the Empire | Heroes | Empire Captain · Witch Hunter · Warrior Priest · Amber Wizard · Jade Wizard · Grey Wizard · Bright Wizard · Celestial Wizard · Light Wizard | Mounts | Warhorse · Barded Warhorse · Imperial Pegasus · Imperial Griffon | Melee infantry | Spearmen · Spearmen (Shields) · Swordsmen · Greatswords · Halberdiers | Missile infantry | Crossbowmen · Handgunners | Cavalry | Empire Knights · Demigryph Knights · Demigryph Knights (Halberds) · Reiksguard | Missile cavalry | Outriders · Outriders (Grenade Launcher) · Pistoliers |
Artillery and war machines | Great Cannon · Helblaster Volley Gun · Helstorm Rocket Battery · Mortar · Luminark of Hysh · Steam Tank |
The Grim and the Grave paid DLC |
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Legendary Lord | Volkmar the Grim | Lord | Arch Lector | Mount | War Altar of Sigmar | Units | Knights of the Blazing Sun · Free Company Militia · Flagellants | Regiments of Renown | Hammer of the Witches · The Sunmaker · The Royal Altdorf Gryphites · Sigmar's Sons · The Tattersouls · The Silver Bullets · Stirland's Revenge · Zintler's Reiksguard · Templehof Luminark |
Added free in The Amethyst Update for Total War: Warhammer II |
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Heroes | Amethyst Wizard |
The Hunter and the Beast paid DLC |
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Legendary Lord | Markus Wulfhart | Lord | Huntsman General | Heroes | Kalara · Hertwig Van Hal · Rodrik L'Anguille · Jorek Grimm | Units | Archers (Empire) · Huntsmen · War Wagon · War Wagon (Mortar) | Regiments of Renown | Deathjacks · White Wolves · The Black Lions |
Added free in The Empire Undivided Update for Total War:Warhammer II |
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Elector Count State Troops | Carroburg Greatswords · Swords of Ulric · Nordland Mariners · Stubborn Bulls · Sootson's Guns · Stir River Patrol · The Noble Sons Abroad · The Emperor's Wrath · Gunderson's Surefires · Knights of the Everlasting Light · Eldred's Guard · The Bordermen · Knights of Morr |
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Retrieved from 'https://totalwarwarhammer.gamepedia.com/The_Royal_Altdorf_Gryphites_(Demigryph_Knights)?oldid=81101'