Highland Archers
These men always find their targets, even in the stiffest highland winds.Two tribal groups dominate the history of Scotland in ancient times. The Picts lived in northern and eastern Britannia, and successfully drove away all attempts to take the fertile lowlands of their homeland for hundreds of years. The Scoti was the collective term used to describe the tribes that sailed from Hibernia, modern-day Ireland, to raid the northern coasts of Roman Britain. By the end of the 5th century they had gained a foothold over the Pictish kingdoms, forming the territory of Dal Riata on the west coast of what is now Scotland. From AD360 onwards they are thought to have taken part in the so-called 'great conspiracy' of barbarians, a continual harassment of Rome's northern outposts that lasted until the withdrawal of the Legions in AD412.
Unit Name Highland Archers |
Main Unit Key att_cel_highland_archers |
Land Unit Key att_cel_highland_archers |
Naval Unit Key att_lon_heavy_tra_cel |
Soldiers 160 |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 250 |
Recruitment Cost 250 |
Upkeep Cost 125 |
38 |
├ Missile Weapon att_bow |
├ Projectile att_arrow_bow_normal |
├ Missile Damage 32 |
├ Missile Ap Damage 6 |
└ Base Reload Time 20 |
Accuracy 0 |
Range 150 |
Reload 45 |
Rate of Fire 5 |
Ammunition 15 |
Melee Attack 10 |
6 |
├ Melee Weapon att_dagger |
├ Melee Base Damage 5 |
├ Armour-piercing Damage 1 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 0 |
Charge Bonus 5 |
5 |
├ Base Defence 5 |
├ Shield att_none |
└ Shield Defence 0 |
10 |
├ Armour att_leather |
├ Armour Defence 10 |
└ Shield Armour 0 |
82 |
├ Man Entity att_infantry_light |
├ Man Health 75 |
└ Bonus Hit Points 7 |
Morale 36 |
Abilities
Highland Archers- Rapid Advance
Improved unit movement speed over an extended period.
Attributes
- Resistant to Fatigue
Fatigue has less of an effect on this unit. - Guerrilla Deployment
This unit can deploy outside of the deployment zone. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Ignore Terrain
Speed penalties caused by the terrain are ignored by this unit. - Snipe
This unit remains hidden while firing.
Strengths & Weaknesses
No Strengths and Weaknesses
Recuitment Requirement | |
---|---|
Required Technology Cost 63 Upgrade From | |
Upgrade | |
Required Technology Cost 125 Upgrade To |
Faction Availability | |
---|---|
Grand Campaign |