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Sentinels of the Woodland Realms
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Views: 5774
Unit Description |
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Trespassing into a wood held by the Silvan Elves is, quite literally, suicide. If within the first moments of your trespassing your body sprouts feather-fletched arrows, then a company of Silvan Archers is likely the culprit. These elven battalions patrol the reaches of the Silvan realm, slaying every manner of evil in their wake, whether it be as minor as a large spider or as deadly as a cave troll. Protected by lightweight leather armor beneath their cloaks while wielding bows and Elven blades, these excellent archers excel at guerilla tactics, using stealth to ambush any enemy that dares enter their sacred homelands. Besides being superb waylayers, Silvan Archers are reliable units, useful for steadily thinning enemy ranks with their deadly volleys of arrows and can become capable melee units if necessary. These Sentinels, due to their ambush abilities and archery skill, compose the backbone of most Silvan armies.
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 |
Silvan_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_improved_forest, very_hardy, can_withdraw, stakes, stakes, 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 |
11, 2, elven_arrow, 200, 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 |
9, 3, 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, 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 |
11, normal, highly_trained
Morale, Discipline, Training
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Cost |
1, 620, 250, 65, 65, 620, 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 |
Sentinels of the Woodland Realms missile infantry Effective archers armed with bows and elven blades.
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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 |
0.34 |
3 |
1 |
and region_religion orthodox 40 |
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 |
0.25 |
2 |
1 |
and region_religion orthodox 40 |
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 |
0.25 |
2 |
2 |
and region_religion orthodox 40 |
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 |
0.34 |
3 |
0 |
and region_religion orthodox 40 |
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 |
0.25 |
2 |
0 |
and region_religion orthodox 40 |
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 |
0.25 |
2 |
1 |
and region_religion orthodox 40 |
A Marksman's Range allows for the recruitment of elite missile units. |
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