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HomeHome / Divide et Impera / Roma (Caesar in Gaul) / Units / Qala'im Numidim (Romanized)
Qala'im Numidim (Romanized) Roma (Caesar in Gaul)Roma (Caesar in Gaul) Missile Infantry

Qala'im Numidim (Romanized)

(Numidian Slingers)

Tribesmen that are employed in the army due to their skill with the slingshot.

Slingers were common in ancient armies. Slings are ancient weapons, dating back to Palaeolithic times. In comparison to bows, they were easy to make and had a greater effective range. Constructed from braided flax, hemp or rushes, a sling has a cradle where the shot is placed. One end has a finger-loop, while the other has a knot or strip giving a firm handhold. The slinger puts his middle finger through the loop and holds the knotted end with his thumb and forefinger. After whirling the shot in the sling it is released with a flick of the wrist. Quick to fire and reload, the sling was widely hated by those on the receiving end. Shot varied from stones collected in rivers to shaped lumps of clay and lead; lead shot could fly over 400 metres. Such missiles were sometimes inscribed with comments such as “Catch!” or “Take that!” Shot was difficult to see in flight, and although it lacked the penetrating power of an arrow it could easily break bone or stave-in armour at short ranges. Famously, the Roman Consul Paullus was killed by a slinger early in the disastrous Battle of Cannae.

Qala'im Numidim (Romanized)

Unit Name

Qala'im Numidim (Romanized)

Main Unit Key

AOR_14_Numidian_Slingers_RomAux

Land Unit Key

AOR_14_Numidian_Slingers_RomAux

Naval Unit Key

pel_transport

Soldiers

175

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

551

Recruitment Cost

551

Upkeep Cost

110

Missile Damage

6

├ Missile Weapon

sling2

├ Projectile

sling2

├ Missile Damage

5

├ Missile Ap Damage

1

└ Base Reload Time

13

Accuracy

5

Range

190

Reload

13

Shots Per Minute

5

Ammunition

20

Melee Attack

22

Weapon Damage

10

├ Melee Weapon

gsword1

├ Weapon Damage

10

├ Weapon Deadliness

0

├ Armour Piercing

No

├ Bonus vs. Cavalry

0

├ Bonus vs. Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

6

Melee Defence

34

├ Base Defence

8

├ Shield

shield1

└ Shield Defence

26

Armour

3

├ Armour

arm1

├ Armour Defence

3

└ Shield Armour

0

Health

20

├ Man Entity

light_light

├ Man Health

20

└ Bonus Hit Points

0

Base Morale

30

Abilities

Qala'im Numidim (Romanized)
  • Stamina (excellent)
    Governs how fast the unit tires and restores fatigue, and is dependent on type of unit, weight and approach to combat.
  • Concentrate Fire
    The unit fires its missiles towards a spot causing damage to everyone in the area of effect

Attributes

  • Improved Stamina
    This unit type has an improvement on the base stamina stat.
  • Hide (scrub & forest)
    This unit can hide in scrub and forest until enemy units get too close.
  • Resistant to Heat
    This unit tires less quickly in the desert.
  • Hide (scrub & forest)
    This unit can hide in scrub and forest until enemy units get too close.
  • Resistant to Heat
    This unit tires less quickly in the desert.

Strengths & Weaknesses

Transport
  • Very poor hull strength
  • Very slow speed
  • Weak ramming
Qala'im Numidim (Romanized)
  • Very long range
  • Average rate of fire
  • Low damage but average armour penetration
  • Very weak in melee
  • Very poor morale
Recuitment Requirement
Maximum Number 12
Unit Resouces Auxilia_North_African
Requires Buildings
Qala'im Numidim (Romanized) Lv. 0 Auxiliary Camp
Auxiliary Camp
(rom_ROMAN_military_main_aux_2)
Level 1
Auxiliary Barracks
Auxiliary Barracks
(rom_ROMAN_military_main_aux_3)
Level 2
Qala'im Numidim (Romanized) Lv. 1 Auxiliary Garrison
Auxiliary Garrison
(rom_ROMAN_military_main_aux_4)
Level 3