|
Woodsmen
|
Views: 1865
Unit Description |
|
 |
For as long as records began there have been men living in Greenwood the great, during the 1800s of the Third Age however, when Rhovanion fell, the numbers of Woodmen swelled with generations of exiles made up of Northmen who fled the destruction of the kingdom. The centuries of living in the deep forest and close to the nearby Elves has influenced the Woodmen, they are a secretive folk, wary of strangers but true to their friends. They are natural hunters and are well-versed in hit and run tactics fighting their enemies from the cover of the woodlands.
Armour upgrade |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
|
|
Class and category |
missile infantry
|
Soldier |
dale_woodsmen, 60, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
|
Mount |
, elephant +3
Type of animal or vehicle ridden on and its effect
|
Engine and Ship |
|
Attributes |
sea_faring, hide_forest, very_hardy, can_withdraw, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
|
Formation |
1.2, 1.2, 2.4, 2.4, 4, square
|
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)
|
Primary weapon |
7, 2, arrow, 150, 35, missile, missile_mechanical, piercing, 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
|
Secondary weapon |
5, 4, 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
|
Primary armour |
2, 2, 0, leather
Armour factor, Defensive skill, Shield factor, Sound type
|
Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
|
Heat and ground effect |
2, 0, -1, 2, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
|
Mental |
8, normal, trained
Morale, Discipline, Training
|
Cost |
1, 370, 160, 50, 50, 370, 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
|
Ownership factions |
Woodsmen missile infantry Hardy folk from the forests, armed with a longbow and long knives.
|
Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
1 |
0.25 |
2 |
0 |
and region_religion northmen 15 |
A Bowyer allows for the recruitment of basic missile units. |
2 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
1 |
0.2 |
2 |
1 |
and region_religion northmen 15 |
A Practice Range allows for the recruitment of missile units. |
3 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
1 |
0.2 |
2 |
1 |
and region_religion northmen 15 |
An Archery Range allows for the recruitment of well trained missile units. |
4 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
|
Marksman's Range |
1 |
0.2 |
2 |
1 |
and region_religion northmen 15 |
A Marksman's Range allows for the recruitment of elite missile units. |
5 |
city Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
1 |
0.25 |
2 |
0 |
and region_religion northmen 15 |
A Bowyer allows for the recruitment of basic missile units. |
6 |
city Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
1 |
0.2 |
2 |
0 |
and region_religion northmen 15 |
A Practice Range allows for the recruitment of missile units. |
7 |
city Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
1 |
0.2 |
2 |
0 |
and region_religion northmen 15 |
An Archery Range allows for the recruitment of well trained missile units. |
8 |
city Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
|
Marksman's Range |
1 |
0.2 |
2 |
0 |
and region_religion northmen 15 |
A Marksman's Range allows for the recruitment of elite missile units. |
|