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Kurdish Archers LakhmidsLakhmids Missile Infantry

Kurdish Archers

Kurdish archers are held in high regard, especially by their enemies.

The origins of the Kurds are oft-speculated. One tale suggests they are the children of the Djinn, seraphic servants of King Solomon who remained on earth after their lord's death. Another legend states that the Kurds were founded by Melik Kurdim, a follower of Noah, after the biblical flood. Whatever their origins, the Kurds were first noted as mercenary slingers for the Seleucid Empire and Parthia. They are not referred to as 'Kurds', however, until the time of the Sassanids, when the founder of the empire, Ardashir, battled the Kurds and their leader, Madig. Their loyalty was fluid; they provided military support for both Eastern Rome and the Sassanids throughout antiquity, depending on which power was in overall control of their homelands at the time.

Kurdish Archers

Unit Name

Kurdish Archers

Main Unit Key

att_est_kurdish_archers

Land Unit Key

att_est_kurdish_archers

Naval Unit Key

att_cor_heavy_rom

Soldiers

160

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

625

Recruitment Cost

625

Upkeep Cost

340

Missile Damage

49

├ Missile Weapon

att_bow_composite

├ Projectile

att_arrow_composite_normal

├ Missile Damage

37

├ Missile Ap Damage

12

└ Base Reload Time

17

Accuracy

0

Range

150

Reload

50

Rate of Fire

7

Ammunition

17

Melee Attack

26

Melee Damage

40

├ Melee Weapon

att_sword

├ Melee Base Damage

36

├ Armour-piercing Damage

4

├ Armour Piercing

No

├ Attack Against Cavalry

0

├ Attack Against Elephants

0

└ Attack Against Infantry

0

Charge Bonus

7

Melee Defence

37

├ Base Defence

7

├ Shield

att_round_small

└ Shield Defence

30

Armour

28

├ Armour

att_mail

├ Armour Defence

23

└ Shield Armour

5

Health

99

├ Man Entity

att_infantry_medium

├ Man Health

90

└ Bonus Hit Points

9

Morale

43

Abilities

Kurdish Archers
  • Precision Shot
    Improved missile weapon damage for an extended period. These values are further modified by the unit itself.
  • Rapid Advance
    Improved unit movement speed over an extended period.

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

No Strengths and Weaknesses
Requires Buildings
Kurdish Archers Lv. 0 Militia Compound
Militia Compound
(att_bld_eastern_sassanid_military_minor_4)
Level 3
Garrison Buildings
Kurdish Archers x 1 Small City
Small City
(att_bld_eastern_sassanid_city_major_1)
Level 1
Hamlet
Hamlet
(att_bld_eastern_sassanid_city_minor_generic_1)
Level 1
Infantry Barracks
Infantry Barracks
(att_bld_eastern_sassanid_military_infantry_3)
Level 2
Royal Barracks
Royal Barracks
(att_bld_eastern_sassanid_military_infantry_4)
Level 3
Kurdish Archers x 3 City
City
(att_bld_eastern_sassanid_city_major_2)
Level 2
Large City
Large City
(att_bld_eastern_sassanid_city_major_3)
Level 3
Royal City
Royal City
(att_bld_eastern_sassanid_city_major_4)
Level 4
Village
Village
(att_bld_eastern_sassanid_city_minor_generic_2)
Level 2
Town
Town
(att_bld_eastern_sassanid_city_minor_generic_3)
Level 3
Country Town
Country Town
(att_bld_eastern_sassanid_city_minor_generic_4)
Level 4