|
Eorling Archers
|
Views: 2562
Unit Description |
|
 |
Rohan is not well known for its archers, but that doesn’t mean that the Rohirrim make no use of them. Some men simply can’t afford a horse, or they dismount to fight in fortresses on foot. The Archers of Rohan, compared to other archers in Middle-earth, are only average shooters, but they still have many uses for any Rohirrim commander. The men that choose to use a bow instead of fighting with spears and swords are often those that either live in wooded areas or in the wide lands of the north. In those lands they use the bow as their primary weapon for the hunt, and that has given them a certain expertise which is useful in battle. These men wear mail armour and a helmet for protection, and they use a simple axe for close combat situations. Eorling Archers have somewhat low morale and they are not to be expected to turn the tide of a battle, but as long as a wise commander keeps these men out of the battle clashes, their arrows will find their targets and contribute greatly to the Rohirrim.
Armour upgrade |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
|
|
Class and category |
missile infantry
|
Soldier |
rohan_archers, 60, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
|
Mount |
, elephant +3
Type of animal or vehicle ridden on and its effect
|
Engine and Ship |
|
Attributes |
sea_faring, hide_forest, can_withdraw, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
|
Formation |
1.2, 1.2, 2.4, 2.4, 4, 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 |
6, 2, arrow, 150, 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
|
Secondary weapon |
4, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, ap
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 |
5, 2, 0, leather
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 |
2, 0, -1, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
|
Mental |
8, normal, trained
Morale, Discipline, Training
|
Cost |
1, 390, 170, 50, 50, 390, 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 |
Eorling Archers missile infantry Medium archers with a healthy tendency towards melee.
|
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.
|
Bowyer |
1 |
0.25 |
2 |
0 |
and region_religion northmen 15 |
A Bowyer allows for the recruitment of basic missile units. |
2 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
1 |
0.5 |
4 |
1 |
and region_religion northmen 15 |
A Practice Range allows for the recruitment of missile units. |
3 |
city Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
1 |
0.25 |
2 |
0 |
and region_religion northmen 15 |
A Bowyer allows for the recruitment of basic missile units. |
4 |
city Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
1 |
0.5 |
4 |
0 |
and region_religion northmen 15 |
A Practice Range allows for the recruitment of missile units. |
|