Heaven’s Reference Pages

War Elephant

Age: Iron
Prerequisites: Build Town Center, build Barracks, build Stable.
Upgrade Cost: - - -
Cost: 170 food, 40 gold
Hit Points: 600
Attack: 15
Armor: - - -
Piercing Armor: - - -
Range: - - -
Speed: Slow
Upgrade of: - - -
Special: Trample damage to adjacent units; attack strength cannot be upgraded.
Description:
The War Elephant is a cavalry units with many hit points and a lot of attack strength. The War Elephant causes trample damage to adjacent units.
Researching Nobility increases hit points. Toolworking, Metalworking, and Metallurgy do not increase attack strength as they do with other Stable units, but War Elephants do get the armour bonuses from the Storage Pit.
Comments
Dumbos are among the funniest and most debated units in the game. Despite their huge amount of hitpoints they're very vulnerable: Priests own them and so do Centurions and massed archers, Cats and Helos. They're quite expensive in themselves but you also need some Priests to keep them in good health. Probably of more use are the Armoured Elephants of RoR as they destroy buildings faster than anything except heavy siege.
Peter
History
Elephants were tamed in antiquity but never domesticated. They were most useful as beasts of burden, but were employed in battle by several cultures, including the Carthaginians, Persians, and Indians. Elephants were much more intimidating than horses and much tougher as well. In addition, horses avoided elephants, making elephants, in theory, a great weapon against enemy cavalry. In practice, unfortunately, elephants rarely proved useful. They were difficult to acquire, train, and maintain. Hannibal attempted to take elephants across the Alps to attack Rome, but only one survived. No account of Alexander the Great's battles makes any mention of Persian elephants being effective. Elephants were difficult to control in battle and were likely to charge in any direction but the one desired, especially after being wounded. They were apparently more dangerous to friend than foe, being already nearer to friends and most likely to charge away from perceived danger through the friendly army arrayed around them.
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