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Light Elven Archers
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Views: 2646
Unit Description |
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Even as the Elder Days approach their final nightfall and many of the Firstborn retreat to the Undying Lands, proud hearts of the High Elves still yearn to nurture and protect what remains of Middle Earth's beauty that they themselves, along with their ancestors, fought so hard to create and preserve. In honor of that sacrifice these oldest citizens of Middle Earth take up sword and bow to do their part in the struggle against Sauron and anyone who would threaten their homes. Although unprofessional and lightly armed by elven standards, all elves possess grace and skill that surpasses that of most other creatures. Only a fool would dismiss these archers and their elven short bows as a non-factor on the battlefield. As every elven life is precious, these light troops should be kept in supporting positions unexposed to cavalry or heavy infantry assaults.
Armour upgrade |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Class and category |
missile infantry
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Soldier |
Elf_Archer, 48, 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, very_hardy, 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 |
9, 2, elven_arrow, 170, 35, 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 |
7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 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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Primary armour |
2, 6, 0, leather
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, 1, 0, 2, -1
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
10, normal, highly_trained
Morale, Discipline, Training
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Cost |
1, 500, 210, 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 |
Light Elven Archers missile infantry Light archers with minimal protection and a long sword.
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Light Elven Archers missile infantry Light archers with minimal protection and a long 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 orthodox 30 |
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 |
0.25 |
2 |
1 |
and region_religion orthodox 30 |
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 |
0.15 |
2 |
1 |
and region_religion orthodox 30 |
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 |
0.15 |
2 |
2 |
and region_religion orthodox 30 |
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 orthodox 30 |
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 |
0.25 |
2 |
0 |
and region_religion orthodox 30 |
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 |
0.15 |
2 |
0 |
and region_religion orthodox 30 |
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 |
0.15 |
2 |
1 |
and region_religion orthodox 30 |
A Marksman's Range allows for the recruitment of elite missile units. |
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