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HomeHome / Total War: Attila / Himyarite Separatists / Units / Rumha Warriors
Rumha Warriors Himyarite SeparatistsHimyarite Separatists Missile Infantry

Rumha Warriors

"God made Arabia to train the faithful. Who are we to go against the word of God?"

The javelin is among the oldest weapons in the world. Equipped with javelins and little else, skirmishers harried both their opposite numbers and more tightly-packed melee infantry, peppering them before quickly retreating. This was the typical tactic of all unarmoured, javelin-armed troops of the age: to appear as if from nowhere, rain fire down on the enemy, and then retreat back into the terrain. Such harassment could be highly effective, particularly on the vast plains of the desert kingdoms, where a mobile, almost guerrilla style of warfare worked better than the regimented Roman battle lines that had conquered the west. The desert peoples saw war as a way of life - historical sources have very little information about their large scale battles, but often mention them as raiders in search of loot. In lightning fast raids, skirmish tactics using the javelin, alongside heavy cavalry, would have been vital to achieving a swift victory.

Rumha Warriors

Unit Name

Rumha Warriors

Main Unit Key

att_des_es_rumha_warriors

Land Unit Key

att_des_es_rumha_warriors

Naval Unit Key

att_cor_heavy_rom

Soldiers

160

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

800

Recruitment Cost

800

Upkeep Cost

395

Missile Damage

100

├ Missile Weapon

att_javelin_heavy

├ Projectile

att_javelin_heavy_normal

├ Missile Damage

50

├ Missile Ap Damage

50

└ Base Reload Time

17

Accuracy

0

Range

80

Reload

45

Rate of Fire

6

Ammunition

10

Melee Attack

10

Melee Damage

32

├ Melee Weapon

att_spear_heavy

├ Melee Base Damage

24

├ Armour-piercing Damage

8

├ Armour Piercing

No

├ Attack Against Cavalry

30

├ Attack Against Elephants

30

└ Attack Against Infantry

0

Charge Bonus

5

Melee Defence

12

├ Base Defence

5

├ Shield

att_oval_large

└ Shield Defence

7

Armour

58

├ Armour

att_mail

├ Armour Defence

23

└ Shield Armour

35

Health

97

├ Man Entity

att_infantry_heavy

├ Man Health

90

└ Bonus Hit Points

7

Morale

43

Abilities

Rumha Warriors
  • Sea Sickness
    As these men are inexperienced sailors. Caught up in sea combat, they suffer various penalties.
  • Spear Wall
    The unit moves into close wall formation.
  • Precision Shot
    Improved missile weapon damage for an extended period. These values are further modified by the unit itself.

Attributes

  • Expert Charge Defence
    This unit’s melee attack and damage are increased against charging enemies.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

No Strengths and Weaknesses
Recuitment Requirement
Required Technology Advanced Archery Training Cost 200 Upgrade From Rumha Skirmishers
Requires Buildings
Rumha Warriors Lv. 0 Militia Encampment
Militia Encampment
(att_bld_eastern_sassanid_military_minor_3)
Level 2
Militia Compound
Militia Compound
(att_bld_eastern_sassanid_military_minor_4)
Level 3
Faction Availability
Grand Campaign