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Scythian General

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Scythian General info cardScythian General unit card

Class: heavy · Category: cavalry · Men per unit: 6

Description

Scythia is frequently mistaken as a nation comprised of primitive nomads from the steppes North of the Black Sea, who simply swept 'civilised' nations like the Macedonians before them with hordes of farmers on horseback with composite bows, like the Huns. This is a completely distorted view: Scythia was a rich land, and one that had conquered countless tribes and empires. Even Greek historians, famous for their arrogance, all agreed that these men were the best horsemen the world had ever seen. The lands ruled by the Scythian chiefs were rich in natural resources, and Scythians raided all over the Eastern lands for hundreds of years, helping to topple the mighty Assyrian Empire and even receiving tribute from the Pharoah! Not bad for a bunch of 'primitive nomads'.

Stats

Rank in roster
Men per unit 6 █········· 0%
Attack 14 ███████··· 65%
Charge bonus 34 ██████████ 96%
Defence 39 ███████··· 70%
  · armour 16 █████████· 90%
  · defence skill 19 ████······ 44%
  · shield 4 █████····· 48%
Morale 16 ██████████ 98%
Discipline Normal
Training Highly trained
Recruitment cost 4,997 dn ██████████ 97%
Upkeep per turn 72 dn █········· 3%
Turns to recruit 4

Weapons

Primary Secondary
Attack 14 14
Charge bonus 34 33
Type melee · blade melee · blade
Damage piercing slashing

Defence

Primary Secondary
Total 39 —
Armour 16 —
Defence skill 19 —
Shield 4 —

Condition and terrain

Hit points 1
Mount armoured horse
Ground: scrub / sand / forest / snow -6 / -1 / -8 / -1
Charge distance 40
Formations Square · Wedge
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates 5
Spacing between men: close / loose 2 × 4.8 m / 3 × 7.2 m
Default ranks 5

In battle: A unit suitable for a general · Very good stamina · Powerful charge

Who can recruit it

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

Royal Scythians

Exactly what a settlement must have, route by route (2)
Building Also requires
Direct Rule Tier 3 Military Industrial Complex · Tier 2 Colony
Homeland Tier 2 Military Industrial Complex
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