

Slavic Axemen
It is a bloody business, the axe, but satisfying.The axe became more and more prevalent due to its effectiveness in penetrating the heavier types of armour beginning to come into use during late antiquity. In comparison to swords, axes were cheap to make, could be used to pull aside or split shields, and were effective against plate or chainmail armour. This was because, even if it didn't find the optimum angle to split it, a blow could still shatter bones and crush the organs beneath. One-handed axes may have been the most practical to carry and use, but two-handed variants were also common - the bearer requiring great upper-body strength to pick the weapon up and swing it repeatedly in combat. Nomadic warriors such as the Sarmatians sometimes wielded the fearsome sagaris, a one-handed battle-axe with both a bladed and a hammer-like head, plus a pick-like point on the reverse for punching through armour. Complimenting foot archers and cavalry, their role was simply to protect the former from the latter.
![]() |
Unit Name Slavic Axemen |
Main Unit Key att_slav_axemen |
Land Unit Key att_slav_axemen |
Naval Unit Key att_lon_heavy_tra_ger |
Soldiers 160 |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 425 |
Recruitment Cost 325 |
Upkeep Cost 215 |
Melee Attack 40 |
Melee Damage 32 |
├ Melee Weapon att_axe |
├ Melee Base Damage 16 |
├ Armour-piercing Damage 16 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 10 |
Charge Bonus 30 |
Melee Defence 17 |
├ Base Defence 2 |
├ Shield att_round |
└ Shield Defence 15 |
Armour 18 |
├ Armour att_cloth |
├ Armour Defence 3 |
└ Shield Armour 15 |
Health 95 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 5 |
Morale 34 |
Abilities
Slavic Axemen- Frenzy
Improves a unit's attack capabilities for an extended period of time.
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
Recuitment Requirement | |
---|---|
Required Technology ![]() ![]() | |
Upgrade | |
Required Technology ![]() ![]() | |
Required Technology ![]() ![]() |
Faction Availability | |
---|---|
Grand Campaign |