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Royal Military Academy
Home / Third Age 1.4 / Isengard / Uruk Reavers
Third Age 1.4
Isengard Isengard
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Uruk Reavers
Uruk Reavers
Rate: 14 ratings
Good unit
Views: 2526
Class and category heavy infantry
Soldier Varangian_Guard, 100, 0, 1
Mount , horse +1, camel +1, elephant -4
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
Formation 1.5, 1.5, 3.0, 3.0, 5, square
Hit points 1, 2
Primary weapon 6, 5, no, 0, 0, melee, melee_blade, slashing, axe, 50, 1, ap
Secondary weapon 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1, no
Primary armour 2, 3, 0, leather
Secondary armour 0, 0, flesh
Heat and ground effect 2, 0, 0, 0, -2
Mental 11, normal, trained
Cost 1, 560, 230, 65, 65, 560, 4, 100
Unit Description
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Uruk Reavers While the Uruk-hai are capable of higher orders of organized warfare Reavers emphasize typical orcish aggression and brutality. Brandishing bardiche type axes Reavers are able to utilize their enhanced strength to produce powerful swings capable of severing bodily extremities in one clean strike. Even cases of completely cleaving poorly armoured opponents in half are not nearly as uncommon as Isengard's enemies would like them to be. Armour usually does little to alleviate great damage to the torso though the victim may at least be "fortunate" enough to remain in one piece literally speaking. To achieve these great feats of dismemberment the Reavers need to remain fairly mobile and flexible so with the exception of shin guards and some upper arm protection the Reavers' own limbs are exposed to allow for easier and faster movement. Hard leather with some iron plates covers the torso and waist but the weapon requirements deprive them of shield protection. However the increased mobility and the axes' polearm design make the Reavers ideal companions for the Raiders on their forays especially against the Rohirrim as long axes are well suited to taking down even heavy cavalry provided they don't take the brunt of the charge. All in all the Reavers are an excellent "hammer" for as long as there are other troops present to take the role of the "anvil".

Armour upgrade
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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 City Watch 1 0.25 2 0 and region_religion catholic 40
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
2 Militia Drill Square 1 0.34 3 0 and region_religion catholic 40
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
3 Militia Barracks 1 0.34 3 0 and region_religion catholic 40
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
4 Drill Square 1 0.25 2 1 and region_religion catholic 40
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 Barracks 1 0.34 3 1 and region_religion catholic 40
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
6 Armoury 1 0.34 3 1 and region_religion catholic 40
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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