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Archer Militia
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Views: 4082
Unit Description |
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Consisting of volunteers who wish to do their part in Gondor's defense, these militiamen are pretty well motivated and equipped, which somewhat compensates for their rudimentary training. As is they are excellent for police duties and deterring small groups of raiders, but a good commander may be able to use them in more serious engagements as well, for they can prove to be quite effective in a defending position with their well-timed volleys.
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
militia_archers, 60, 0, 1
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, 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 |
6, 2, arrow, 150, 30, 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
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Secondary weapon |
4, 2, 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, 0, 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 |
8, normal, trained
Morale, Discipline, Training
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Cost |
1, 380, 170, 75, 75, 380, 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 |
Archer Militia missile infantry Militia units equipped with simple bows and a short sword.
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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.
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Bowyer |
1 |
0.25 |
2 |
0 |
and region_religion numenorian 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.
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Practice Range |
1 |
0.34 |
3 |
1 |
and region_religion numenorian 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.
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Archery Range |
1 |
0.25 |
2 |
1 |
and region_religion numenorian 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.
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Marksman's Range |
1 |
0.25 |
2 |
1 |
and region_religion numenorian 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.
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Bowyer |
1 |
0.25 |
2 |
0 |
and region_religion numenorian 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.
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Practice Range |
1 |
0.34 |
3 |
0 |
and region_religion numenorian 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.
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Archery Range |
1 |
0.25 |
2 |
0 |
and region_religion numenorian 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.
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Marksman's Range |
1 |
0.25 |
2 |
0 |
and region_religion numenorian 15 |
A Marksman's Range allows for the recruitment of elite missile units. |
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