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.
- ↑ 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.
- ↑ 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.
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.