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Earls
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Views: 3274
Unit Description |
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The noblemen of Dale are natural horsemen, and are keen to support their troops with a swift and able body of cavalry that is not weighed down by reliance on armour and an array of weaponry, utilising instead a sheer prowess of arms. The Earls pride themselves on having adapted to the requirements of current threats and not blindly following the ancient traditions of their ancestors. Using their army’s hails of arrows as cover they close in on their foes to route them from the flank or rear. By speed of horse and deftness of the sword they fearlessly take on any target.
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Class and category |
heavy cavalry
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Soldier |
earls, 30, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
barded horse2, elephant -4, camel -4
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, can_withdraw, can_formed_charge
A miscellanious list of attributes and abilities the unit may have
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Formation |
2, 4.4, 3, 6, 3, square
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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 |
9, 6, no, 0, 0, melee, melee_blade, piercing, sword, 25, 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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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, 3, 5, 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 |
8, -1, -1, -3, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
15, normal, trained
Morale, Discipline, Training
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Cost |
1, 980, 350, 100, 100, 980, 4, 170
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 |
Earls heavy cavalry Made up from the cream of Dale's nobility, these heavily armoured earls are deadly in melee and hard to kill.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.1 |
1 |
1 |
and region_religion northmen 75 |
Baron's stables allow for the recruitment of capable cavalry units. |
2 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.1 |
1 |
1 |
and region_religion northmen 75 |
Earl's stables allow for the recruitment of elite cavalry units. |
3 |
city Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.1 |
1 |
0 |
and region_religion northmen 75 |
Baron's stables allow for the recruitment of capable cavalry units. |
4 |
city Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.1 |
1 |
0 |
and region_religion northmen 75 |
Earl's stables allow for the recruitment of elite cavalry units. |
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