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Home / Broken Crescent 2.02 / The Eastern Roman Empire / Trapezitae Javelin Cavalry
Broken Crescent 2.02
The Eastern Roman Empire The Eastern Roman Empire
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Trapezitae Javelin Cavalry
Trapezitae Javelin Cavalry
Rate: 3 ratings
Great unit
Views: 395
Class and category light cavalry
Soldier ere_jav_cav, 30, 0, 0.7
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 11, 5, javelin, 50, 4, thrown, missile_mechanical, piercing, spear, 25, 1, thrown, spear_bonus_4
Secondary weapon 4, 1, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.5, no
Primary armour 2, 3, 1, flesh
Secondary armour 0, 0, flesh
Heat and ground effect -1, 1, 1, 2, 0
Mental 7, normal, untrained
Cost 1, 468, 220, 145, 52, 468
Unit Description
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Trapezitae Javelin Cavalry The Romans placed more importance on the spear and javelin, than the bow. As it continues the Romani tradition, close combat and spear/javelin are the mainstay of its troops. Hence Trapezitoi were given priority over horse archers. Their position in the battleline does not reflect their worth. In fact they would more often than not they would be equipped with some of the best javelin throwing men. They would have to be good riders, in order to face the multitude of the enemies of the empire, especially Turkish horsearchers who could pierce both a horse and its rider with their arrows. It has to be noted, that even when there was peace between the Roman Empire and the Sultanate of Rum, Turkmen uc/akra (border) raiders, disrespected all authority, religion or state for a good loot. Those were their main enemies. For close combat they switch to their “kontarion” spears but they shouldn’t be used against armored cavalry, because their simple iron helmet and light “esolorikon” padded cloth gambeson armor and small 12 inches shield will be their undoing. In a pitched battle deployed in tactical combat their role would be to support the medium and heavy infantry by “ακοντίσεις” aka “javelin shots” at the enemy. Their best use would be to charge a fleeing enemy or light missile troops, or support the medium and heavy infantry by softening up their targets. To employ them against HA is to waste them, as especially the Turkish HA can outshoot them by a wide margin. Known as hippakontistai in earlier times, those guys would guard border passes to fight off light raiders, one of the multitude of Turmken tribes living on the uc/akra ( no man’s land border) between the two states, or raid themselves. They should be used with caution, not thrown away against heavier or troops that can outshoot them. A wise commander should always keep some distance between them and other enemy troops, use their javelins with devastating effects at troops who don’t shoot back and close in only when the enemy is already fleeing.

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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Stables 1 0.25 1 1 and hidden_resource cbr_ere and event_counter ai_is_ere 1
A Stable allows for the recruitment of basic cavalry units.
2 Stables 1 0.18 1 0 and hidden_resource cbr_ere and not event_counter first_turn 1
A Stable allows for the recruitment of basic cavalry units.
3 Stables 1 0.18 1 0 and hidden_resource cbr_ere and event_counter player_is_ere 1
A Stable allows for the recruitment of basic cavalry units.
4 Stables 1 0.3 1 0 and hidden_resource recruit_ere and not event_counter first_turn 1
A Stable allows for the recruitment of basic cavalry units.
5 Stables 1 0.6 1 1 and hidden_resource recruit_ere and event_counter ai_is_ere 1
A Stable allows for the recruitment of basic cavalry units.
6 Stables 1 0.3 1 0 and hidden_resource recruit_ere and event_counter player_is_ere 1
A Stable allows for the recruitment of basic cavalry units.
7 Knight's Stables 1 0.25 2 2 and hidden_resource cbr_ere and event_counter ai_is_ere 1
Knight's stables allow for the recruitment of cavalry units.
8 Knight's Stables 1 0.18 2 0 and hidden_resource cbr_ere and not event_counter first_turn 1
Knight's stables allow for the recruitment of cavalry units.
9 Knight's Stables 1 0.18 2 0 and hidden_resource cbr_ere and event_counter player_is_ere 1
Knight's stables allow for the recruitment of cavalry units.
10 Knight's Stables 1 0.24 2 0 and hidden_resource recruit_ere and not event_counter first_turn 1
Knight's stables allow for the recruitment of cavalry units.
11 Knight's Stables 1 0.34 2 2 and hidden_resource recruit_ere and event_counter ai_is_ere 1
Knight's stables allow for the recruitment of cavalry units.
12 Knight's Stables 1 0.24 2 0 and hidden_resource recruit_ere and event_counter player_is_ere 1
Knight's stables allow for the recruitment of cavalry units.
13 Baron's Stables 1 0.19 2 3 and hidden_resource cbr_ere and event_counter ai_is_ere 1
Baron's stables allow for the recruitment of capable cavalry units.
14 Baron's Stables 1 0.18 2 0 and hidden_resource cbr_ere and not event_counter first_turn 1
Baron's stables allow for the recruitment of capable cavalry units.
15 Baron's Stables 1 0.18 2 0 and hidden_resource cbr_ere and event_counter player_is_ere 1
Baron's stables allow for the recruitment of capable cavalry units.
16 Baron's Stables 1 0.26 2 0 and hidden_resource recruit_ere and not event_counter first_turn 1
Baron's stables allow for the recruitment of capable cavalry units.
17 Baron's Stables 1 0.27 2 3 and hidden_resource recruit_ere and event_counter ai_is_ere 1
Baron's stables allow for the recruitment of capable cavalry units.
18 Baron's Stables 1 0.26 2 0 and hidden_resource recruit_ere and event_counter player_is_ere 1
Baron's stables allow for the recruitment of capable cavalry units.
19 Earl's Stables 1 0.15 3 4 and hidden_resource cbr_ere and event_counter ai_is_ere 1
Earl's stables allow for the recruitment of elite cavalry units.
20 Earl's Stables 1 0.16 3 0 and hidden_resource cbr_ere and not event_counter first_turn 1
Earl's stables allow for the recruitment of elite cavalry units.
21 Earl's Stables 1 0.16 3 0 and hidden_resource cbr_ere and event_counter player_is_ere 1
Earl's stables allow for the recruitment of elite cavalry units.
22 Earl's Stables 1 0.18 3 0 and hidden_resource recruit_ere and not event_counter first_turn 1
Earl's stables allow for the recruitment of elite cavalry units.
23 Earl's Stables 1 0.24 3 4 and hidden_resource recruit_ere and event_counter ai_is_ere 1
Earl's stables allow for the recruitment of elite cavalry units.
24 Earl's Stables 1 0.18 3 0 and hidden_resource recruit_ere and event_counter player_is_ere 1
Earl's stables allow for the recruitment of elite cavalry units.
25 King's Stables 1 0.14 3 5 and hidden_resource cbr_ere and event_counter ai_is_ere 1
King's stables allow for the recruitment of the penultimate cavalry units.
26 King's Stables 1 0.19 3 0 and hidden_resource cbr_ere and not event_counter first_turn 1
King's stables allow for the recruitment of the penultimate cavalry units.
27 King's Stables 1 0.19 3 0 and hidden_resource cbr_ere and event_counter player_is_ere 1
King's stables allow for the recruitment of the penultimate cavalry units.
28 King's Stables 1 0.23 3 0 and hidden_resource recruit_ere and not event_counter first_turn 1
King's stables allow for the recruitment of the penultimate cavalry units.
29 King's Stables 1 0.23 3 5 and hidden_resource recruit_ere and event_counter ai_is_ere 1
King's stables allow for the recruitment of the penultimate cavalry units.
30 King's Stables 1 0.23 3 0 and hidden_resource recruit_ere and event_counter player_is_ere 1
King's stables allow for the recruitment of the penultimate cavalry units.
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