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Dale Cavalry
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Views: 2172
Unit Description |
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The cavalry of Dale are rare because the terrain of Dale isn't suited to horse, but in recent years they have become more numerous, and often sell their services to the dwarves of Erebor, who have literally no cavalry. The reason for this increase in numbers is the fall of the kingdom of Rhovanion. The people of this land were excellent horsemen and their kingdom was in the open lands east of Mirkwood and south of Dale, but they were destroyed by the Balchoth horde from Rhun. Much of the remaining population either migrated north to Dale and Lake-town or west to the Eotheod. These horsemen greatly increased the cavalry of the dwarves and men of Dale. The best horsemen formed the knights of Rhovanion, and the rest were recruited into the Dale Cavalry.
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
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Class and category |
light cavalry
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Soldier |
Feudal_Knights, 30, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
heavy horse, 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, mercenary_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
2, 4.4, 3, 6, 2, 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 |
5, 7, no, 0, 0, melee, melee_blade, piercing, spear, 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 |
6, 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
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Primary armour |
4, 3, 4, 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, -1, -1, -3, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
11, normal, trained
Morale, Discipline, Training
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Cost |
1, 740, 270, 85, 85, 740, 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 |
Dale Cavalry light cavalry Medium cavalry mercenaries, equipped with chainmail, swords, and lances.
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Dale Cavalry light cavalry Medium cavalry mercenaries, equipped with chainmail, swords, and lances.
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Dale Cavalry light cavalry Medium cavalry mercenaries, equipped with chainmail, swords, and lances.
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