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Heavy Goblin Archers
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Views: 2755
Unit Description |
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Better-clad and stronger than other Goblin bowmen, Heavy Goblin Archers are the best long-ranged unit available to an Orc commander. With their thick plate armour and superior numbers, these troops are able to take a large amount of damage on the battlefield, giving them the advantage in nearly all prolonged ranged engagements. While not incredibly accurate, as with all Goblin units their main strength is in the huge numbers they are able to field in battle, vastly outnumbering the enemy with rank after rank of armoured soldiers. Able to move quickly and hit hard at range with large numbers, Heavy Goblin Archers are best when used to soften, distract and separate enemy units using hit and run tactics, where their decent armour and superior speed provides them with a huge advantage.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
moria_archers, 60, 0, 1.2
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 |
1.5, 1.5, 3.0, 3.0, 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, 160, 25, 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 |
5, 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 |
7, 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 |
2, 0, -1, 0, -1
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
9, normal, trained
Morale, Discipline, Training
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Cost |
1, 500, 200, 75, 75, 500, 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 |
Orcs of the Misty Mountains
Heavy Goblin Archers missile infantry Heavy archer unit, clad in plate armour and wielding a sturdy bow.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.34 |
3 |
1 |
and region_religion catholic 50 |
An Archery Range allows for the recruitment of well trained missile units. |
2 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.34 |
3 |
1 |
and region_religion catholic 50 |
A Marksman's Range allows for the recruitment of elite missile units. |
3 |
city Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.34 |
3 |
0 |
and region_religion catholic 50 |
An Archery Range allows for the recruitment of well trained missile units. |
4 |
city Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.34 |
3 |
0 |
and region_religion catholic 50 |
A Marksman's Range allows for the recruitment of elite missile units. |
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