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Home / Broken Crescent 2.02 / The Great Seljuks / Turkoman Raiders
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Turkoman Raiders
Turkoman Raiders
Rate: 1 ratings
Fine unit
Views: 203
Class and category light cavalry
Soldier turkoman_light_swordsmen_cavalry, 30, 0, 0.6
Mount bc fast pony, elephant -4, camel -4
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, can_formed_charge
Formation 2.5, 4, 3, 6, 3, square
Hit points 1, 0
Primary weapon 5, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Secondary weapon 0, 2, no, 0, 0, no, melee_simple, blunt, none, 25, 1, no
Primary armour 1, 3, 1, metal
Secondary armour 0, 0, flesh
Heat and ground effect -1, 0, 3, 1, -1
Mental 10, normal, untrained
Cost 1, 471, 221, 89, 51, 471
Unit Description
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Turkoman Raiders Though banditry carries with itself a venomous reputation amongst the civilized world, such a title would be necessary for all nomads of the steppe were the rules the same as in the lands of Christ and Muhammad. Being cunning, cruel, and always on the lookout for the greatest profit with the least risk involved is necessary for survival in the harsh steppe, and remains a way of life even as the Oghuz Turks drove down into the civilized world. Their equipment is little different than their fellow horse archers – a topcoat, felt hat, a sturdy steppe pony, a long cruel saber, and a small parrying shield. These Turks do not set aside the bow out of preference for honorable combat up close and as such do not wish to be caught in a battle that lasts any longer than it must, which for such lightly armed and poorly disciplined horsemen is too long if the foe is not routing or near to be. They are best used to harass equally light horsemen or tear down fleeing foes. Anything else and you will see why bandits have no Homers or Ferdowsis.

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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Stables 1 0.17 1 1 and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1
A Stable allows for the recruitment of basic cavalry units.
2 Stables 1 0.12 1 0 and hidden_resource cbr_seljuk and not event_counter first_turn 1
A Stable allows for the recruitment of basic cavalry units.
3 Stables 1 0.12 1 0 and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1
A Stable allows for the recruitment of basic cavalry units.
4 Stables 1 0.2 1 0 and hidden_resource recruit_seljuk and not event_counter first_turn 1
A Stable allows for the recruitment of basic cavalry units.
5 Stables 1 0.4 1 1 and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1
A Stable allows for the recruitment of basic cavalry units.
6 Stables 1 0.2 1 0 and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1
A Stable allows for the recruitment of basic cavalry units.
7 Knight's Stables 1 0.2 2 2 and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1
Knight's stables allow for the recruitment of cavalry units.
8 Knight's Stables 1 0.14 2 0 and hidden_resource cbr_seljuk and not event_counter first_turn 1
Knight's stables allow for the recruitment of cavalry units.
9 Knight's Stables 1 0.14 2 0 and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1
Knight's stables allow for the recruitment of cavalry units.
10 Knight's Stables 1 0.24 2 0 and hidden_resource recruit_seljuk and not event_counter first_turn 1
Knight's stables allow for the recruitment of cavalry units.
11 Knight's Stables 1 0.3 2 2 and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1
Knight's stables allow for the recruitment of cavalry units.
12 Knight's Stables 1 0.24 2 0 and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1
Knight's stables allow for the recruitment of cavalry units.
13 Baron's Stables 1 0.14 2 3 and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1
Baron's stables allow for the recruitment of capable cavalry units.
14 Baron's Stables 1 0.13 2 0 and hidden_resource cbr_seljuk and not event_counter first_turn 1
Baron's stables allow for the recruitment of capable cavalry units.
15 Baron's Stables 1 0.13 2 0 and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1
Baron's stables allow for the recruitment of capable cavalry units.
16 Baron's Stables 1 0.23 2 0 and hidden_resource recruit_seljuk and not event_counter first_turn 1
Baron's stables allow for the recruitment of capable cavalry units.
17 Baron's Stables 1 0.21 2 3 and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1
Baron's stables allow for the recruitment of capable cavalry units.
18 Baron's Stables 1 0.23 2 0 and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1
Baron's stables allow for the recruitment of capable cavalry units.
19 Earl's Stables 1 0.1 3 4 and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1
Earl's stables allow for the recruitment of elite cavalry units.
20 Earl's Stables 1 0.11 3 0 and hidden_resource cbr_seljuk and not event_counter first_turn 1
Earl's stables allow for the recruitment of elite cavalry units.
21 Earl's Stables 1 0.11 3 0 and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1
Earl's stables allow for the recruitment of elite cavalry units.
22 Earl's Stables 1 0.17 3 0 and hidden_resource recruit_seljuk and not event_counter first_turn 1
Earl's stables allow for the recruitment of elite cavalry units.
23 Earl's Stables 1 0.23 3 4 and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1
Earl's stables allow for the recruitment of elite cavalry units.
24 Earl's Stables 1 0.17 3 0 and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1
Earl's stables allow for the recruitment of elite cavalry units.
25 King's Stables 1 0.1 3 5 and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1
King's stables allow for the recruitment of the penultimate cavalry units.
26 King's Stables 1 0.13 3 0 and hidden_resource cbr_seljuk and not event_counter first_turn 1
King's stables allow for the recruitment of the penultimate cavalry units.
27 King's Stables 1 0.13 3 0 and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1
King's stables allow for the recruitment of the penultimate cavalry units.
28 King's Stables 1 0.21 3 0 and hidden_resource recruit_seljuk and not event_counter first_turn 1
King's stables allow for the recruitment of the penultimate cavalry units.
29 King's Stables 1 0.21 3 5 and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1
King's stables allow for the recruitment of the penultimate cavalry units.
30 King's Stables 1 0.21 3 0 and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1
King's stables allow for the recruitment of the penultimate cavalry units.
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