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HomeHome / Total War: Rome II / Sabaean Tribal Council / Units / Mercenary Ma'rib Guard
Mercenary Ma'rib Guard Sabaean Tribal CouncilSabaean Tribal Council Spear Infantry

Mercenary Ma'rib Guard

Only the very best may serve in the king's bodyguards.

The warriors of the Sabaean region were light infantry, cavalry and archers, and fought as mercenaries and auxiliaries for the Roman Empire. Dressed desert-fashion, they were entirely familiar with and comfortable in arid places. This was secondary however, to their reputation as mostly-reliable fighters, of far more worth than ordinary citizens or levies. This was due to the independence that the Sabaean kingdom maintained from the 8th century BC to AD275. This record was based on military might as well as diplomacy and the spice trade including frankincense and myrrh. Never conquered by Rome, Sabaean warriors still found work as mercenaries and auxiliaries in Roman service.

Mercenary Ma'rib Guard

Unit Name

Mercenary Ma'rib Guard

Main Unit Key

dk_saba_mer_marib_guard

Land Unit Key

dk_saba_mer_marib_guard

Naval Unit Key

pel_transport

Soldiers

160

Category

Melee Infantry

Class

Spear Infantry

Custom Battle Cost

640

Recruitment Cost

640

Upkeep Cost

320

Melee Attack

30

Weapon Damage

29

├ Melee Weapon

rome_spear_elite

├ Melee Damage Base

24

├ Melee Damage Ap

5

├ Armour Piercing

No

├ Bonus vs. Large

20

├ Bonus vs Elephants

20

└ Bonus vs Infantry

0

Charge Bonus

24

Melee Defence

65

├ Base Defence

40

├ Shield

oval

└ Shield Defence

25

Armour

75

├ Armour

scale

├ Armour Defence

40

└ Shield Armour

35

Health

60

├ Man Entity

rome_infantry_heavy_fast

├ Man Health

40

└ Bonus Hit Points

20

Base Morale

55

Abilities

Mercenary Ma'rib Guard
  • Cavalry Counter-tactics
    Improves unit's ability to endure enemy cavalry charges for an extended time.
    Bonus vs mounted units
  • Shieldwall
    The unit moves into a close formation and raises shields.
    Armour strength, bracing, melee defence, shield strength
    Limited speed

Attributes

  • Disciplined
    This unit does not suffer a morale penalty when the general dies. It can also rally after routing more often.
  • Formation Attack
    The unit will try to stay in formation when in melee.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Resistant to Heat
    This unit tires less quickly in the desert.

Strengths & Weaknesses

Transport
  • Very poor hull strength
  • Very slow speed
  • Weak ramming
Mercenary Ma'rib Guard
  • Very good defensive unit
  • Low damage but average armour penetration
  • Average attack
  • Good morale
Faction Availability
Grand Campaign

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 rom_faction_pool_sabaean 0 0.15 1 1