|
Serpent Guard
|
Views: 3960
Unit Description |
|
|
Only the most skilled and devoted join the Serpent Guard and this makes it, arguably, the elite unit in the Haradrian Army. Mounted on the finest mounts from the Great Plains of Harad, they are the heaviest mounted unit available, wearing plate and scale-mail armour that provides good protection. The Guard is made up of seasoned warriors who have served in the field for many years. They wield a Great Lance and a small cavalry shield for protection and are, therefore, best used as shock troops. There are few soldiers in Middle Earth that will not be crushed under their charge.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
|
|
Class and category |
heavy cavalry
|
Soldier |
Mercenary_Frankish_Knights, 30, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
|
Mount |
heavy horse, elephant -4, camel -4
Type of animal or vehicle ridden on and its effect
|
Engine and Ship |
|
Attributes |
sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
|
Formation |
2, 4.4, 3, 6, 2, 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, 9, 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
|
Secondary weapon |
9, 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 |
7, 4, 5, metal
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 |
0, -1, -1, -3, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
|
Mental |
16, disciplined, highly_trained
Morale, Discipline, Training
|
Cost |
1, 1000, 320, 100, 100, 1000, 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 |
Serpent Guard heavy cavalry Heavily armed and armoured elite shock cavalry.
|
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.
|
Baron's Stables |
1 |
0.1 |
1 |
1 |
and region_religion catholic 70 |
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.
|
Earl's Stables |
1 |
0.25 |
2 |
1 |
and region_religion catholic 70 |
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.
|
Baron's Stables |
1 |
0.1 |
1 |
0 |
and region_religion catholic 70 |
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.
|
Earl's Stables |
1 |
0.25 |
2 |
0 |
and region_religion catholic 70 |
Earl's stables allow for the recruitment of elite cavalry units. |
|