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Dale Swordsmen
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Views: 2540
Unit Description |
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Any true northman is a swordsman first and a farmer, trader or boatman second. The culture of warfare is taught in the very air of the north, it is sung of in every song from time immemorial. For Dale, the sword could be just as much the symbol of their nation as the bow. These swordsmen are simplistic but rough and ready soldiers who can be raised from the masses and sent out to fight at a moment's notice. Although they have limited skills on the field they are a sturdy and dependable element of the infantry regiments.
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
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Class and category |
heavy infantry
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Soldier |
swordsmen, 60, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant +2
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, 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
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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, 4, no, 0, 0, melee, melee_blade, piercing, sword, 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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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 |
5, 3, 3, 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 |
4, 0, -1, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
12, disciplined, trained
Morale, Discipline, Training
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Cost |
1, 520, 210, 75, 75, 520, 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 |
Dale Swordsmen heavy infantry Clad in padded armor and armed with longswords and shields, these swordsmen are the backbone of Dale's army.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
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City Watch |
1 |
0.34 |
3 |
0 |
and region_religion northmen 40 |
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury. |
2 |
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 |
0.34 |
3 |
0 |
and region_religion northmen 40 |
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. |
3 |
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 |
0.34 |
3 |
0 |
and region_religion northmen 40 |
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
4 |
castle Drill Square Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
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Drill Square |
1 |
0.34 |
3 |
1 |
and region_religion northmen 50 |
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer… |
5 |
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 |
0.34 |
3 |
1 |
and region_religion northmen 50 |
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
6 |
castle Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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Armoury |
1 |
0.34 |
3 |
1 |
and region_religion northmen 50 |
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
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