Left Panel
If you watch Advertisements, we can make site better, thank you.
HomeHome / Total War: Attila / Mercenaries / Mercenary Gothic Falxmen
Mercenary Gothic Falxmen Mercenaries Melee Infantry

Mercenary Gothic Falxmen

These man carry a falx, nothing more. They need nothing more.

A Germanic people consisting of several confederated tribes, it is thought that the Goths came from the Baltic coast region of northern Poland, possibly incorporating land as far afield as Sweden. They began to appear on the fringes of the Roman Empire during the 3rd century AD, their migration possibly forced by overpopulation and climate changes during the Dark Ages that made agriculture difficult in their homelands. Descending into the Balkan Peninsula via Dacia and Greece, they sacked several prominent cities in the region and probably destroyed the Temple of Artemis, one of the seven wonders of the ancient world. Gothic aggression was eventually checked by the Emperor Claudius II; a deal was struck which allowed them to remain settled on the borders of Rome's empire, in Dacia, in return for military assistance as auxiliaries and foederati. This state of affairs persisted for quite some time, with the Goths converting to Arian Christianity, and even becoming somewhat Romanised in the intervening years. However, around AD370, clashes with the Sarmatians, Alans and other steppe peoples, all under pressure from the newly-arrived, marauding Huns, turned the Goths into refugees, once again bringing them into conflict with the Roman Empire.

Mercenary Gothic Falxmen

Unit Name

Mercenary Gothic Falxmen

Main Unit Key

att_merc_ger_gothic_falxmen

Land Unit Key

att_merc_ger_gothic_falxmen

Naval Unit Key

att_lon_heavy_tra_ger

Soldiers

160

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

300

Recruitment Cost

300

Upkeep Cost

255

Missile Damage

90

├ Missile Weapon

att_javelin_precursor

├ Projectile

att_javelin_precursor_normal

├ Missile Damage

70

├ Missile Ap Damage

20

└ Base Reload Time

14

Accuracy

0

Range

80

Reload

20

Rate of Fire

5

Ammunition

2

Melee Attack

50

Melee Damage

56

├ Melee Weapon

att_falx

├ Melee Base Damage

40

├ Armour-piercing Damage

16

├ Armour Piercing

No

├ Attack Against Cavalry

0

├ Attack Against Elephants

0

└ Attack Against Infantry

0

Charge Bonus

60

Melee Defence

10

├ Base Defence

10

├ Shield

att_none

└ Shield Defence

0

Armour

0

├ Armour

att_none

├ Armour Defence

0

└ Shield Armour

0

Health

92

├ Man Entity

att_infantry_very_light

├ Man Health

75

└ Bonus Hit Points

17

Morale

34

Abilities

Mercenary Gothic Falxmen
  • Rapid Advance
    Improved unit movement speed over an extended period.

Attributes

  • Resistant to Fatigue
    Fatigue has less of an effect on this unit.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

No Strengths and Weaknesses

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 att_merc_ger_goths_faction 1 0.1 1 3
Disqus
Facebook