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Cohors Paphlagonum (Reformed) Defensores Senatus (Hannibal at the Gates)Defensores Senatus (Hannibal at the Gates) Melee Infantry

Cohors Paphlagonum (Reformed)

(Paphlagonian Heavy Auxiliaries)

Hardy soldiers from the rugged mountains by the Black Sea, the Paphlagonians, liberated by Rome, supply their new allies with good heavy infantry.

Auxiliaries supplemented the Legions of the late Republic and Principate and were recruited from non-citizens, usually provincial volunteers or from allied kingdoms. With the pressures of war requiring increasing numbers, especially in the aftermath of the Social War of 91-88BC, recruitment from Rome’s expanding provinces became a necessity. To limit the risk of rebellion, auxiliary units were recruited from a single province but always stationed far from home. Auxiliaries could be infantry, cavalry or specialists such as archers, and retained their own cultural identities and equipment. Being stationed in Roman provinces, under Roman rule, had an inevitable Romanising effect on auxiliaries, as did the rewards of service: land and citizenship. Some units eventually had 'Civium Romanorum' as a title, meaning they were Roman citizens. From as early as Caesar’s Gallic campaigns auxiliaries accounted for nearly all Roman cavalry, and during the 2nd century AD auxiliary numbers actually exceeded those of the Legions.

Cohors Paphlagonum (Reformed)

Unit Name

Cohors Paphlagonum (Reformed)

Main Unit Key

Aux_Infantry_Pontus

Land Unit Key

Aux_Infantry_Pontus

Naval Unit Key

pel_transport

Soldiers

200

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1177

Recruitment Cost

1177

Upkeep Cost

235

Missile Damage

12

├ Missile Weapon

prec2

├ Projectile

prec2

├ Missile Damage

12

├ Missile Ap Damage

0

└ Base Reload Time

10

Accuracy

5

Range

80

Reload

0

Shots Per Minute

6

Ammunition

1

Melee Attack

38

Weapon Damage

10

├ Melee Weapon

gladius2

├ Weapon Damage

9

├ Weapon Deadliness

1

├ Armour Piercing

No

├ Bonus vs. Cavalry

0

├ Bonus vs. Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

11

Melee Defence

75

├ Base Defence

23

├ Shield

shield5

└ Shield Defence

52

Armour

14

├ Armour

arm8

├ Armour Defence

14

└ Shield Armour

0

Health

20

├ Man Entity

heavy_medium

├ Man Health

20

└ Bonus Hit Points

0

Base Morale

50

Abilities

Cohors Paphlagonum (Reformed)
  • Stamina (good)
    Governs how fast the unit tires and restores fatigue, and is dependent on type of unit, weight and approach to combat.
  • Throw Javelin (medium)
    The unit throws its javelins towards a spot causing damage to everyone in the area of effect
    NOTE: you cannot throw javelins when you are inside a formation
  • Hollow Square
    The unit forms a hollow square formation to cover all four sides and improve morale and defense but renders itself unable to move with lower attack
  • Repellere Equites (Repel Cavalry)
    The soldiers raise their shields in defense, increasing bracing and ability to fight against mounted units; however, in this formation the unit cannot move

Attributes

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

Strengths & Weaknesses

Transport
  • Very poor hull strength
  • Very slow speed
  • Weak ramming
Cohors Paphlagonum (Reformed)
  • Good attack
  • Average defence
  • Average damage but low armour penetration
  • Normal morale
Recuitment Requirement
Maximum Number 4
Unit Resouces DEI_Pontus