Assault Quadreme - Socii ExtraordinariiRamming attacks from these ships will inflicting terrible damage.
For close-quarters fighting, these men admit no equals; a boast, perhaps, but one born of pride.
There is a good deal of debate as to how large ancient warships worked; the principles are understood, but the details are not always so clear. A Roman 'quadreme' or Greek 'tetreres' would seem to have four rows of oars if the name is translated literally. However, it is unclear how four sets of oars each with one rower apiece could be used without them getting in a terrible tangle even with a magnificently trained crew, or how the top set of rowers would be able to handle the extremely long oars pitched at a steep angle and still produce any power. The chances are that the term 'oar' had become synonymous with 'rower' and that the lowest bank had more than one man per oar. The other option was to go back to a double row of oars, with two men apiece. Two banks of oars would also have made for a cheaper construction task for each ship. Either way, the result was a ship that could rival the lighter trireme in speed, yet had more deck space for a large fighting contingent or artillery pieces.
These elite soldiers, chosen from amongst the Latin and Italian allies of Rome, were often given dangerous or vital duties to perform. Socii extraordinarii were composed of roughly the best fifth of an allied infantry force, and led any column on the march, acting as scouts and occasionally forming a rear-guard. The city-states and tribes of the Italian peninsula who provided the Socii were expected to match Rome’s military contribution on any campaign. Those liable for service included Romans that had given up citizenship to live in the colonies and Latin neighbours of Rome, such as the Etruscans and Samnites. In return for providing half of Rome’s military might, they did not have to pay tributes and received half of any spoils.
Unit NameAssault Quadreme - Socii Extraordinarii
Main Unit KeyAux_Ita_Socii_Extraordinarii_Four
Land Unit KeyAux_Ita_Socii_Extraordinarii
Naval Unit Keyroman_four
Custom Battle Cost790
├ Missile Weaponrome_javelin_precursor
├ Missile Damage20
├ Missile Ap Damage12
└ Base Reload Time15
Shots Per Minute4
├ Melee Weaponrome_hoplite_sword
├ Melee Damage Base30
├ Melee Damage Ap4
├ Armour PiercingNo
├ Bonus vs. Large0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence27
└ Shield Defence25
├ Armour Defence60
└ Shield Armour35
├ Man Entityrome_infantry_very_heavy
├ Man Health45
└ Bonus Hit Points20
- Row Hard 10
Increases speed for 10 strokes.
- Attacking Testudo
The troops of this unit raise their shields above their heads in a defensive formation.
Protection against missiles
This unit does not suffer a morale penalty when the general dies. It can also rally after routing more often.
- Formation Attack
The unit will try to stay in formation when in melee.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & WeaknessesAssault Quadreme
- Average hull strength
- Medium crew
- Average speed
- Average ramming
- Average boarding
- Very good attack
- Average defence
- Average damage but low armour penetration
- Good morale
|Hannibal at the Gates|