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Peasants
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Attack: 1
Defense: 4
Price: 150
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Warcry improves atack
Expert at hiding in woods
Combat bonus in woods or snow
Poor morale
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Most basic unit of all. However, it's useful if you want to "transfer population" from one settlement to another (Show me How). Barbarian peasants are more hardy, though.
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Axemen
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Attack: 11
Defense: 9
Price: 450
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Warcry improves attack
Expert at hiding in woods
Combat bonus in woods or snow
May charge without orders
Good morale
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The only infantry of this faction. Not much choice, is there? but at least they're okay, average.
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Barbarian Cavalry
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Attack: 9
Defense: 10
Price: 400
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Combat bonus in snow
Can form wedge
May charge without orders
Powerful charge
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Light cavalry, mostly used through the first half of the game.
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Head-Hunting Maidens
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Attack: 10
Defense: 11
Price: 600
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Effective against armour
Combat bonus in snow
Can form wedge
May charge without orders
Good morale
Fast moving
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Thank God they haven't made them naked, too. Good cavalry, anyway.
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Scythian Nobles
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Attack: 8
Defense: 13
Price: 630
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Combat bonus in snow
Can form wedge
Powerful charge
Good morale
May charge without orders
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I would make a careful balance in the army, put together the Maidens and these to achieve maximum efficiency.
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Barbarian Warlord
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Attack: 11
Defense: 14 (Hit Points 2)
Price: 980
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Can rally nearby troops
Combat bonus in snow
Excellent morale
Powerful charge
Good stamina
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Owing to the fact that all Scythian cavalry is in principle light, you could say that the faction (and the general's unit, too) is a bad one, but I would not agree - you must use this faction's armies carefully. Putting them head-to-head with legions and cataphracts is not the way.
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Scythian Horse Archers
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Attack: 3 (Missile 7)
Defense: 5
Price: 540
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Can form Cantabrian circle
Combat bonus in snow
Good stamina
Fast moving
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Nice horse archers to start with.
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Scythian Noble Women
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Attack: 7 (Missile 11)
Defense: 9
Price: 650
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Can form Cantabrian circle
Combat bonus in snow
Good morale
Fast moving
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An improvement over the basic horse archers - can fight in melee, too.
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Scythian Noble Archers
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Attack: 10 (Missile 11)
Defense: 12
Price: 880
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Can form Cantabrian circle
Combat bonus in snow
Good morale
Good stamina
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A further improvement, can defend itself even better, but is the best with bow and arrow - those are their tactics.
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Archer Warband
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Attack: 3 (Missile 7)
Defense: 5
Price: 270
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Combat bonus in woods or snow
Expert at hiding in woods
Can use flaming missiles
Fast moving
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Nice archers for a start, but should be replaced by Chosen ones as quickly as possible, because the strength of this faction is the arrow.
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Chosen Archer Warband
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Attack: 10 (Missile 12)
Defense: 11
Price: 430
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Expert at hiding in woods
Combat bonus in woods or snow
Long range missiles
Can use flaming missiles
Good stamina
Good stamina
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Very good archers. Can defend themselves in case the enemy gets near.
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Onagers
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Attack: 53 (vs. Building 70)
Defense: 5
Price: 730
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Area attack
Very long range
Can use flaming missiles
Can't hide
Inaccurate against troops
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The last attribute is totally unjust. These machines are priceless whe taking cities because they are able from a safe position to devastate enemy forces which are behind the walls, leading to panic. With luck and skill you can exterminate half the enemy army before going in.
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Warhounds
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Attack: 14
Defense: 3
Price: 600
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Frighten nearby enemy
Combat bonus in woods or snow
Fast moving
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Good to create a diversion in the enemy ranks.
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