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Corsair Archers
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Views: 2038
Unit Description |
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These corsairs are well aware of the advantages of the bow. In most shipboard conflicts, the vessel with the greatest complement of archers is often the one that sails away victorious. These soldiers are therefore very experienced with their bows, and yet the nature of their work also encourages ample usage of swords and scimitars in close combat. These mariners are to be feared from a distance and are not to be laughed at when without their bows. REQUIRES COASTAL REGION
Armour upgrade |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
Lithuanian_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, 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 |
7, 2, arrow, 180, 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 |
6, 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 |
3, 3, 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 |
0, 0, 1, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
11, impetuous, trained
Morale, Discipline, Training
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Cost |
1, 450, 190, 50, 50, 450, 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 |
Corsair Archers missile infantry Effective light archers and fierce warriors in close combat. REQUIRES COASTAL REGION
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.5 |
4 |
1 |
and hidden_resource coast |
A Practice Range allows for the recruitment of missile units. |
2 |
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 hidden_resource coast |
An Archery Range allows for the recruitment of well trained missile units. |
3 |
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 hidden_resource coast |
A Marksman's Range allows for the recruitment of elite missile units. |
4 |
city Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.5 |
4 |
0 |
and hidden_resource coast |
A Practice Range allows for the recruitment of missile units. |
5 |
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 hidden_resource coast |
An Archery Range allows for the recruitment of well trained missile units. |
6 |
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 hidden_resource coast |
A Marksman's Range allows for the recruitment of elite missile units. |
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