Naft Throwers
Burning oil, when thrown into enemy formations, has exactly the result you would expect.Skirmishers harass the enemy, never giving them pause to regroup or breathe. Successful skirmish forces were often used to pin an enemy down whilst the vanguard prepared for the decisive attack. Eastern armies primarily employed skirmish cavalry, born of and entirely suited to the terrain upon which they fought and their cavalry-heavy structure. The javelin was an oft-used weapon for skirmishers, particularly from horseback. A rider could hurl his weapon at the enemy and be far away before they had time to react. If they were foolish enough to turn and face the threat, they could be blind to an infantry bulwark bearing down upon them.
Unit Name Naft Throwers |
Main Unit Key att_est_naft_throwers |
Land Unit Key att_est_naft_throwers |
Naval Unit Key att_cor_heavy_rom |
Soldiers 40 |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 210 |
Recruitment Cost 210 |
Upkeep Cost 135 |
0 |
├ Missile Weapon att_grenade_precursor |
├ Projectile att_grenade_naft_precursor_normal |
├ Missile Damage 0 |
├ Missile Ap Damage 0 |
└ Base Reload Time 51 |
Accuracy 0 |
Range 50 |
Reload 35 |
Rate of Fire 2 |
Ammunition 1 |
Melee Attack 65 |
25 |
├ Melee Weapon att_mace |
├ Melee Base Damage 5 |
├ Armour-piercing Damage 20 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 0 |
Charge Bonus 40 |
40 |
├ Base Defence 25 |
├ Shield att_round |
└ Shield Defence 15 |
38 |
├ Armour att_mail |
├ Armour Defence 23 |
└ Shield Armour 15 |
110 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 20 |
Morale 54 |
Abilities
Naft Throwers- Set Fuse
A short time is required between throws to prepare naphtha pot and fuse. - Rapid Advance
Improved unit movement speed over an extended period.
Attributes
- Disciplined
This unit does not suffer a morale penalty when the general dies. It can also rally after routing more often. - Encourage
This unit provides a morale bonus to nearby allies. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
No Strengths and Weaknesses
Requires Buildings | |
---|---|
Lv. 0 |
Infantry Barracks
(att_bld_eastern_sassanid_military_infantry_3) Level 2
Royal Barracks
(att_bld_eastern_sassanid_military_infantry_4) Level 3 |
Faction Availability | |
---|---|
Grand Campaign |