Horse-Head Ram
Siegeengine · INDIVIDUAL UNIT

Horse-Head Ram

Breaks down castle gates and enemy structures The Rohirrim associated horses with strength and nobility. No wonder then that they preferred to adorn their battering rams with iron-wrought horse-heads, to bring down an enemy's gate with noble fury.

Compare this unit ⇄
Cost300
Health / soldier2,500
Health / full battalion2,500
Attack range10
Movement speed50
Command points30

Base statistics · Build time: 30s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.

OFFENSE

Weapons & attack range

Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.

Base equipment

PRIMARY

IsengardBatteringRam · RohanBatteringRam

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
10
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,300 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
3,000 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
SIEGE6000No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
CanFireWhileMovingNo—
AttackRange10.010
AntiStructureYes—
AntiGroundNo—
MeleeWeaponYes—
AcceptableAimDelta2020
DelayBetweenShotsISENGARD_BATTERINGRAM_DELAYBETWEENSHOTS3,000
PreAttackDelayISENGARD_BATTERINGRAM_PREATTACKDELAY1,300
PreAttackTypePER_SHOT—
FiringDurationISENGARD_BATTERINGRAM_FIRINGDURATION1,100
FireFXFX_BatteringRamHit—
LeechRangeWeaponYes—
Source definitiondata/ini/weapon.ini:35663

IsengardBatteringRam

Base equipment

SECONDARY

IsengardBatteringRamGate · RohanBatteringRam

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
58
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,300 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
3,000 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
SIEGE6000No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
CanFireWhileMovingNo—
AttackRange58.058
AntiStructureYes—
AntiGroundNo—
MeleeWeaponYes—
AcceptableAimDelta2020
DelayBetweenShotsISENGARD_BATTERINGRAM_DELAYBETWEENSHOTS3,000
PreAttackDelayISENGARD_BATTERINGRAM_PREATTACKDELAY1,300
PreAttackTypePER_SHOT—
FiringDurationISENGARD_BATTERINGRAM_FIRINGDURATION1,100
FireFXFX_BatteringRamHitGate—
LeechRangeWeaponYes—
Source definitiondata/ini/weapon.ini:35684

IsengardBatteringRamGate

Base equipment

TERTIARY

IsengardBatteringRamWall · RohanBatteringRam

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
20
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,300 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
3,000 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
SIEGE6000No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
CanFireWhileMovingNo—
AttackRange20.020
AntiStructureYes—
AntiGroundNo—
MeleeWeaponYes—
AcceptableAimDelta4040
DelayBetweenShotsISENGARD_BATTERINGRAM_DELAYBETWEENSHOTS3,000
PreAttackDelayISENGARD_BATTERINGRAM_PREATTACKDELAY1,300
PreAttackTypePER_SHOT—
FiringDurationISENGARD_BATTERINGRAM_FIRINGDURATION1,100
FireFXFX_BatteringRamHitGate—
LeechRangeWeaponYes—
Source definitiondata/ini/weapon.ini:35724

IsengardBatteringRamWall

passenger type one

PRIMARY

IsengardBatteringRamWithMine · RohanBatteringRam

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
40
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,300 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
3,000 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
SIEGE2,00050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
CanFireWhileMovingNo—
RadiusDamageAffectsALLIES ENEMIES NEUTRALS SELF SUICIDE—
AttackRange40.040
AntiStructureYes—
AntiGroundNo—
MeleeWeaponNo—
AcceptableAimDelta2020
DelayBetweenShots30003,000
PreAttackDelay13001,300
PreAttackTypePER_SHOT—
FiringDuration11001,100
PassengerProportionalAttackYes—
MaxAttackPassengers44
ProjectileFilterInContainerNONE +MINE—
FireFXFX_BatteringRamHitUpgrade—
LeechRangeWeaponYes—
Source definitiondata/ini/weapon.ini:35744

IsengardBatteringRamWithMine

DEFENSE

Armor profiles

These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.

Base equipment

BatteringRamArmor · RohanBatteringRam

Damage typeReceived
DEFAULT25%
SLASH90%
PIERCE15%
SPECIALIST70%
CRUSH40%
CAVALRY100%
SIEGE60%
FLAME40%
FROST30%
MAGIC30%
HERO125%
HERO_RANGED25%
STRUCTURAL15%
UNDEFINED1%
Source definitiondata/ini/armor.ini:4069

BatteringRamArmor

TOOLS OF THE BATTLEFIELD

Abilities & passive effects

Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

Battalion composition & progression

Member templateCountHealth each
RohanBatteringRam12,500
Experience and level upgrades (1)
Level definitionXP requirementUpgrades / modifiers
GoodBatteringRamLevel11
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
EdorasWorkshopNo additional upgrade gate recorded
Trace

Starting builder → RohanPorter → RohanWorkshop → RohanWorkshopCommandSet → Command_ConstructRohanBatteringRam

Source definitiondata/ini/commandbutton.ini:14145

Command_ConstructRohanBatteringRam

EdorasWorkshopUpgrade_GondorWorkshopLevel2
Trace

Starting builder → RohanPorter → RohanWorkshop → RohanWorkshopCommandSetLevel2 → Command_ConstructRohanBatteringRam

Source definitiondata/ini/commandbutton.ini:14145

Command_ConstructRohanBatteringRam

EdorasWorkshopUpgrade_Evilboyos
Trace

Starting fortress → fortress_rohan → RohanFortressCitadel → RohanPorter → RohanWorkshop → RohanWorkshopCommandSet → Command_ConstructRohanBatteringRam

Source definitiondata/ini/commandbutton.ini:14145

Command_ConstructRohanBatteringRam

EdorasWorkshopUpgrade_Evilboyos, Upgrade_GondorWorkshopLevel2
Trace

Starting fortress → fortress_rohan → RohanFortressCitadel → RohanPorter → RohanWorkshop → RohanWorkshopCommandSetLevel2 → Command_ConstructRohanBatteringRam

Source definitiondata/ini/commandbutton.ini:14145

Command_ConstructRohanBatteringRam

HornburgWorkshopNo additional upgrade gate recorded
Trace

Starting builder → RohanPorter → RohanWorkshop → RohanWorkshopCommandSet → Command_ConstructRohanBatteringRam

Source definitiondata/ini/commandbutton.ini:14145

Command_ConstructRohanBatteringRam

HornburgWorkshopUpgrade_GondorWorkshopLevel2
Trace

Starting builder → RohanPorter → RohanWorkshop → RohanWorkshopCommandSetLevel2 → Command_ConstructRohanBatteringRam

Source definitiondata/ini/commandbutton.ini:14145

Command_ConstructRohanBatteringRam

FIELD NOTES

Strategy

Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.

Source definitiondata/ini/object/goodfaction/units/rohan/rohanbatteringram.ini:443

RohanBatteringRam