Drekkar Dragonship - Vandal Heavy Marauders
The teeth of the dragon strike fear into the hearts of even the bravest men.Fighting effectively at sea takes skill, courage, and sea-legs in abundance.
The drekkar or 'dragon ship' takes its name from the detailed carvings that decorated its prow. Adorned with dragons or snakes, it was designed to ward off the terrifying sea creatures that many people believed inhabited the dark places of the oceans - creatures like the kraken, a terrifying giant squid that could pull whole ships down to the depths, or the undead draugen. These reanimated corpses were men lost at sea that legend states appear during storms and on rough seas to sink boats. Some say that they could alter their size to monstrous proportions, others that they were covered in seaweed or were in fact headless.
(Vandal Heavy Marauders)
Naval warfare in the ancient world was just another way for infantry to fight one another. The earliest documented naval battles are those of ancient China, 'grapple and hook' battles where boarding operations and close-quarters combat decided the victor. During the Second Punic War, Rome famously broke Carthage's mastery of the waves by creating the 'corvus' - a bridge that allowed its soldiers to board and fight. The distinction, then, in antiquity, between fighting on land and at sea was small, yet chiefly a matter of 'sea legs' - maintaining balance whilst toppling your opponent.
Unit Name Drekkar Dragonship - Vandal Heavy Marauders |
Main Unit Key att_shp_van_heavy_marauders_lon_heavy |
Land Unit Key att_mar_ger_vandal_heavy_marauders |
Naval Unit Key att_lon_heavy_mel_ger |
Soldiers 128 |
Category Light Ship |
Class Melee Ship |
Custom Battle Cost 525 |
Recruitment Cost 525 |
Upkeep Cost 265 |
90 |
├ Missile Weapon att_javelin_precursor |
├ Projectile att_javelin_precursor_normal |
├ Missile Damage 70 |
├ Missile Ap Damage 20 |
└ Base Reload Time 14 |
Accuracy 0 |
Range 80 |
Reload 20 |
Rate of Fire 5 |
Ammunition 1 |
2000 |
└ Ship att_shp_heavy_longship_melee |
Speed 6 |
Melee Attack 30 |
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 15 |
50 |
├ Base Defence 35 |
├ Shield att_round |
└ Shield Defence 15 |
38 |
├ Armour att_mail |
├ Armour Defence 23 |
└ Shield Armour 15 |
122 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 32 |
Morale 36 |
Abilities
Vandal Heavy Marauders- Douse Fire
Sacrifice your ship's mobility for a short time to focus effort on putting out the blaze. - Use the Whip
Improved defence and fatigue resistance for a short time at the cost of overexertion.
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Scare (everyone)
This unit frightens all enemy units. - Immune to Fear
This unit is immune to the fear effects of scary units.
Strengths & Weaknesses
No Strengths and Weaknesses
Upgrade | |
---|---|
Required Technology Cost 163 Upgrade To | |
Requires Buildings | |
Lv. 0 |
Military Wharf
(att_bld_all_resources_port_military_3) Level 3
Military Port
(att_bld_all_resources_port_military_4) Level 4 |
Faction Availability | |
---|---|
Grand Campaign | |
The Last Roman |