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Barding Hird
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Views: 3559
Unit Description |
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The most trusted men of the finest warbands are chosen to guard the Earls, as well as the king and his royal halls. They are loyal, steadfast and experienced soldiers. In battle, these warriors can take on the heaviest opponents, whether they come mounted or on foot. Reliance on Dwarf-crafted armour makes them slow, but wielding their huge halberds they cut through everything that stands in their way methodically and relentlessly.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
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Class and category |
heavy infantry
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Soldier |
barding_hird, 60, 0, 1.2
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant -3
Type of animal or vehicle ridden on and its effect
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Engine and Ship |
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Attributes |
sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
1.2, 1.2, 2.4, 2.4, 4, square, phalanx
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Hit points |
1, 3
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
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Primary weapon |
7, 3, no, 0, 0, melee, melee_blade, piercing, axe, 100, 1, ap, spear_bonus_4
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
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Secondary weapon |
0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
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Primary armour |
10, 4, 1, metal
Armour factor, Defensive skill, Shield factor, Sound type
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Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
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Heat and ground effect |
6, 0, -1, -1, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
15, disciplined, highly_trained
Morale, Discipline, Training
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Cost |
1, 680, 270, 100, 100, 680, 4, 100
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
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Ownership factions |
Barding Hird heavy infantry Heavily armoured guards of Dale's nobility, equipped with halbers and partial plate armor.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Militia Drill Square A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
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Militia Drill Square |
1 |
0.2 |
2 |
0 |
and region_religion northmen 70 |
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. |
2 |
city Militia Barracks Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
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Militia Barracks |
1 |
0.2 |
2 |
0 |
and region_religion northmen 70 |
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
3 |
castle Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
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Barracks |
1 |
0.2 |
2 |
1 |
and region_religion northmen 70 |
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
4 |
castle Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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Armoury |
1 |
0.2 |
2 |
1 |
and region_religion northmen 70 |
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
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