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Parni Horse Archers

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Parni Horse Archers info cardParni Horse Archers unit card

Class: missile · Category: cavalry · Men per unit: 32

Description

The Horse archer had a very wide and varied reign. Deadly with a bow and highly mobile, horse archers are thorns in the side of any opponent. The first were the Scythians, who, at the invitation of the Assyrians wrought havoc on all they met. This, in turn aided many of the Assyrian neighbours to join forces and destroy them utterly. Then the Neo-Babylonian empire rose along with the Median one to the North. Persians (dwelling in present day S. Iran to N. Iran) took power and they, in turn, under Cyrus annihilated the Neo-Babylonian empire. Horse archer armies have found considerable success throughout the ages. The combination of speed, range and mobility make these troops difficult to deal with, even for the most skilled of generals.

Stats

Rank in roster
Men per unit 32 ██········ 23%
Attack 11 ███······· 34%
Charge bonus 15 ██████···· 64%
Defence 15 █········· 8%
  · armour 1 █········· 0%
  · defence skill 14 ██········ 17%
  · shield 0 █········· 0%
Morale 8 ██········ 19%
Discipline Normal
Training Trained
Recruitment cost 1,663 dn ███······· 29%
Upkeep per turn 670 dn ██████···· 59%
Turns to recruit 2

Weapons

Primary Secondary
Attack 11 7
Charge bonus 15 15
Type missile · archery melee · blade
Damage piercing piercing
Projectile arrow —
Range 170 —
Ammunition 30 —

Defence

Primary Secondary
Total 15 —
Armour 1 —
Defence skill 14 —
Shield 0 —

Condition and terrain

Hit points 1
Mount light horse
Ground: scrub / sand / forest / snow 0 / 0 / -3 / 0
Charge distance 40
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates -2
Spacing between men: close / loose 2.2 × 5.2 m / 3.96 × 7.28 m
Default ranks 5

In battle: Can form Cantabrian circle · Very good stamina

Who can recruit it

A core roster unit for one faction, which can raise it anywhere it holds the right building:

Parni

Exactly what a settlement must have, route by route (3)
Building Also requires
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
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