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Rhodian Hoplites

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Rhodian Hoplites info cardRhodian Hoplites unit card

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

Description

After the death of Kyros the Younger in 401 BC, the mercenary army he had employed, known as the "Ten Thousand”, found itself stranded in Asia Minor, surrounded by hostile forces and with their Cretan archers outranged by the Persian slingers. Xenophon, the newly elected commander of the Ten Thousand, remembered the Rhodian hoplites in his ranks and their expertise with the sling. He employed 200 of them to produce make-shift slings and lead bullets, which could be shot twice as far as the stones used by the Persians (Xen. Anab. 3.3.16-17). The following days, the Persian slingers and archers now found themselves outranged by the Rhodians and stopped harassing the Ten Thousand from afar (Xen. Anab. 3.4.16).

Stats

Rank in roster
Men per unit 40 ███······· 30%
Attack 10 ██········ 19%
Charge bonus 14 ██████···· 60%
Defence 44 █████████· 85%
  · armour 10 █████····· 54%
  · defence skill 29 █████████· 91%
  · shield 5 ██████···· 57%
Morale 11 ████······ 39%
Discipline Normal
Training Highly trained
Recruitment cost 1,823 dn ████······ 39%
Upkeep per turn 667 dn ██████···· 58%
Turns to recruit 2

Weapons

Primary Secondary
Attack 10 —
Charge bonus 14 —
Type melee · blade —
Damage piercing —
Properties Light spear (braced against cavalry charges from the front) · +8 attack against cavalry —

Defence

Primary Secondary
Total 44 —
Armour 10 —
Defence skill 29 —
Shield 5 —

Condition and terrain

Hit points 1
Ground: scrub / sand / forest / snow -1 / -1 / -4 / -1
Charge distance 30
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / —
Extra fatigue in hot climates 1
Collision mass per man (1.0 is normal) 1.12
Spacing between men: close / loose 1 × 1.05 m / 2 × 2.4 m
Default ranks 5

In battle: Can sap · Very good stamina

Who can recruit it

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

Rhodes

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

Exactly what a settlement must have, route by route (5)
Building Also requires
Any settlement Tier 2 Military Industrial Complex · Rhodian area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Indirect Rule Tier 2 Military Industrial Complex · Tier 1 Colony
Direct Rule Tier 2 Military Industrial Complex · Tier 1 Colony
Homeland Tier 2 Military Industrial Complex
Any settlement Tier 2 Military Industrial Complex · Rhodian area of recruitment · Dependency or Indirect Rule · Tier 1 Colony not built

Areas of recruitment

Where Rhodian Hoplites can be recruited

Zone Provinces
Rhodian 2
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