Faction Description |
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Novgorod, A.D. 1250 Summer
The great city of Novgorod is treasured by its people, as it is considered an important hub for trade and a conduit between the Baltic Sea and Byzantium. Whoever controls Novgorod has control of the trade in the region, which, in these troubled times, means power.Now is the time of the mighty Prince Alexander Nevsky. Alexander led Novgorod to intoxicating victories against the Swedes at the river Neva and against the Teutonic Order at Lake Chudskoe. However, he knows that the Western Tartar army lies to the east and that expanding west may cost them their homelands and possibly the loss of the great city itself.Novgorod will never forget the atrocities the Teutonic Order brought to their homelands, but they present a face of neutrality for the sake of trade in the region. Choosing their enemies carefully and remaining neutral with other nations for as long as possible will be central to ensuring Novgorod maintains its position as the wealthiest city in the region.Novgorod must establish a power base in its mighty capital through trade and strong defences to have a chance of success. Its large populations and loyal, experienced citizen army will ensure a strong local militia to defend its cities. With strong armies of local militia and limitless trade opportunities, Novgorod truly is a “Sleeping Giant” that will have the ability to march on any nation when it chooses to awaken.Although Novgorod has a fierce citizen army, it is their Boyar Sons that are the pride of the nation. Novgorod must use the expendable local militia to ensure the Boyar Sons are not wasted on the front line. These warriors are second to none with a javelin, and with a sword or axe in hand they can match even the best. On the open plains, there is no more devastating a sight than an army of Boyar Sons riding with javelin in hand and all manner of armour and weapons glistening in the sun.
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Popular units |
No. |
Card |
Name |
Class |
Cost |
Upkeep |
1 |
48
Dismounted Dvor missile infantry In the service of the local Prince or high status Boyar, Dvor make excellent archers when dismounted.
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Dismounted Dvor |
infantry missile |
750 |
225 |
12 ratings
Legendary unit
In the service of the local Prince or high status Boyar, Dvor make excellent archers when dismounted.
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2 |
24
Tsars Guard heavy cavalry Household troops of the Tsar, these are formidable, well armoured elite Eastern European heavy cavalry.
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Tsars Guard |
cavalry heavy |
920 |
240 |
10 ratings
Legendary unit
Household troops of the Tsar, these are formidable, well armoured elite Eastern European heavy cavalry.
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3 |
24
Dvor Cavalry missile cavalry In the service of the local Prince or high status Boyar, Dvors are amongst the best missile cavalry available.
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Dvor Cavalry |
cavalry missile |
990 |
185 |
10 ratings
Legendary unit
In the service of the local Prince or high status Boyar, Dvors are amongst the best missile cavalry available.
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4 |
24
Cossack Cavalry missile cavalry Fierce and hardy, although lacking in armour, Cossacks are equipped with a sword and composite bow which they use from horseback.
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Cossack Cavalry |
cavalry missile |
730 |
110 |
6 ratings
Legendary unit
Fierce and hardy, although lacking in armour, Cossacks are equipped with a sword and composite bow which they use from horseback.
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5 |
16
General's Bodyguard heavy cavalry The combination of heavy armour, a fully armoured horse and a lance make these elite warriors mobile killing machines.
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General's Bodyguard |
cavalry heavy |
1010 |
250 |
4 ratings
Legendary unit
The combination of heavy armour, a fully armoured horse and a lance make these elite warriors mobile killing machines.
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Units List |
50
Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
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30
Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
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30
Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
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30
Lad'Ya light ship Early Novgorodian ship created near the town of Novgorod. Carries soldiers and catapults for raiding land and smashing sea targets.
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24
Druzhina heavy cavalry Fierce cavalry warriors wearing mail armour and armed with spear and a wicked axe, acting as bodyguards for Chieftains.
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24
Tsars Guard heavy cavalry Household troops of the Tsar, these are formidable, well armoured elite Eastern European heavy cavalry.
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24
Cavalry Militia heavy cavalry Cavalry militia are poorly trained and equipped, but are still capable of charging down the right enemy
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24
Kazaks missile cavalry Kazaks are accustomed to being on horseback; they make good horse archers, but are vulnerable in melee.
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24
Boyar Sons missile cavalry These young adventurers wear light mail or light brigandine armour and carry a javelin and an axe .
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24
Dvor Cavalry missile cavalry In the service of the local Prince or high status Boyar, Dvors are amongst the best missile cavalry available.
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24
Cossack Cavalry missile cavalry Fierce and hardy, although lacking in armour, Cossacks are equipped with a sword and composite bow which they use from horseback.
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48
Peasant Archers missile infantry A peasant archer is armed with a small bow and knife. Not to be relied upon.
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48
Cossack Musketeers missile infantry Cossack Musketeers are highly trained gunners in light armour.
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48
Archer Militia missile infantry Archer Militia are armed with a small bow, knife and if lucky enough, some armour.
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48
Crossbow Militia missile infantry Crossbow Militia are peasant crossbowmen called up to defend settlements. Very poorly armoured.
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48
Arquebusiers missile infantry Fired at close range, this noisy, smokey and lethal weapon causes morale damage as well as physical hurt.
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60
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
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60
Woodsmen light infantry Hardy folk from the forests of North Eastern Europe, armed with a large axe.
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60
Spear Militia light infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
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60
Spearmen spearmen infantry Regular troops comprised of freemen, equipped with some armour and a spear, able to form a defensive ring of spears.
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48
Berdiche Axemen heavy infantry Two-handed axemen used as shock troops. Can be armoured from mail to brigandine.
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48
Dismounted Druzhina heavy infantry Fierce warriors wearing mail armour and armed with a wicked axe. Act as bodyguards for Chieftains.
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48
Dismounted Boyar Sons heavy infantry These young adventurers wear light mail or light brigandine armour and carry an axe.
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48
Dismounted Dvor missile infantry In the service of the local Prince or high status Boyar, Dvor make excellent archers when dismounted.
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16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
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16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
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16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
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16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
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16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
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16
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
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16
Basilisk missile siege Very powerful cannon with great range, damage and accuracy. Punishing against defences and units. Can fire solid or explosive shots.
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Cannot recruit units |
16
General's Bodyguard heavy cavalry These warriors are the general's personal guard, fiercely loyal, there is little this unit cannot take on.
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16
General's Bodyguard heavy cavalry The combination of heavy armour, a fully armoured horse and a lance make these elite warriors mobile killing machines.
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48
Gulay Gorod missile infantry Wagons that can be formed into a circular barricade, behind from which the troops armed with crossbows can fire.
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Faction strength |
Has a great mix of missile and melee cavalry. |
Faction weakness |
Poor early infantry and missile units. |
Special unit |
Cossack Cavalry |
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City Buildings List |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Gunsmith A Gunsmith allows the construction of a bombard cannon.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
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Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Alchemist's Lab An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
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Small Orthodox Church A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
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Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
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Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
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Ikoner's Studio An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
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Assassins' Guild An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
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Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
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Theologians' Guild A Theologians' Guild house improves the quality of priests created in the region.
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Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
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Hanseatic League Headquarters The Hanseatic League Headquarters improves the trade income of all settlements.
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Alchemists' Guild An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
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Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
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Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
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Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
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Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
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Convert to Motte and Bailey Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
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Castle Buildings List |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Stables A Stable allows for the recruitment of basic cavalry units.
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Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
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Bowyer A Bowyer allows for the recruitment of basic missile units.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Gunsmith A Gunsmith allows the construction of a bombard cannon.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Small Orthodox Chapel A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
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Hanseatic League Headquarters The Hanseatic League Headquarters improves the trade income of all settlements.
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Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
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Convert to Village Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
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