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Indian Archers

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Indian Archers info cardIndian Archers unit card

Class: missile · Category: infantry · Men per unit: 40

Stats

Rank in roster
Men per unit 40 ███······· 30%
Attack 8 █········· 9%
Charge bonus 0 █········· 0%
Defence 11 █········· 2%
  · armour 1 █········· 0%
  · defence skill 10 █········· 5%
  · shield 0 █········· 0%
Morale 4 █········· 0%
Discipline Low
Training Untrained
Recruitment cost 1,006 dn █········· 4%
Upkeep per turn 368 dn █········· 12%
Turns to recruit 2

Weapons

Primary Secondary
Attack 8 3
Charge bonus 0 8
Type missile · archery melee · blade
Damage piercing slashing
Projectile arrow —
Range 170 —
Ammunition 25 —
Properties — Armour-piercing (counts only half the target's armour)

Defence

Primary Secondary
Total 11 —
Armour 1 —
Defence skill 10 —
Shield 0 —

Condition and terrain

Hit points 1
Ground: scrub / sand / forest / snow 0 / 0 / 0 / 0
Charge distance 30
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates -2
Collision mass per man (1.0 is normal) 0.82
Spacing between men: close / loose 1.2 × 2.8 m / 2.16 × 5.04 m
Default ranks 5

In battle: Can hide in long grass · Very good stamina

Who can recruit it

A core roster unit for 2 factions, each able to raise it anywhere they hold the right building:

Indians · Maurya Empire

Any faction holding one of the provinces below can field it.

Exactly what a settlement must have, route by route (4)
Building Also requires
Any settlement Garrison Building or Tier 1 Military Industrial Complex · Indian area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Indirect Rule Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony
Direct Rule Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony
Homeland Garrison Building or Tier 1 Military Industrial Complex

Areas of recruitment

Where Indian Archers can be recruited

Zone Provinces
Indian 28
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