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Cohors Afrorum Miliaria (Imperial) Roma (Samnite Wars)Roma (Samnite Wars) Spear Infantry

Cohors Afrorum Miliaria (Imperial)

(Veteran African Auxiliary Spearmen)

A double strength Miliaria Cohort" of veteran auxiliaries from across Africa. They have earned Roman citizenship and honour within the empire for their courage."

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 Afrorum Miliaria (Imperial)

Unit Name

Cohors Afrorum Miliaria (Imperial)

Main Unit Key

Aux_Infantry_Africa_Imp

Land Unit Key

Aux_Infantry_Africa_Imp

Naval Unit Key

pel_transport

Soldiers

400

Category

Melee Infantry

Class

Spear 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

32

Weapon Damage

9

├ Melee Weapon

spear3

├ Weapon Damage

9

├ Weapon Deadliness

0

├ Armour Piercing

No

├ Bonus vs. Cavalry

4

├ Bonus vs. Elephants

10

└ Bonus vs Infantry

0

Charge Bonus

11

Melee Defence

78

├ Base Defence

26

├ Shield

shield5

└ Shield Defence

52

Armour

16

├ Armour

arm9

├ Armour Defence

16

└ Shield Armour

0

Health

20

├ Man Entity

heavy_medium

├ Man Health

20

└ Bonus Hit Points

0

Base Morale

50

Abilities

Cohors Afrorum Miliaria (Imperial)
  • 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
  • Fulcum (Repel Cavalry)
    The unit forms a wall with shields and spears that increases bracing and enhances their ability to fight against cavalry but while in the formation the unit can't move

Attributes

  • Expert Charge Defence
    This unit’s melee attack and damage are increased against charging enemies.
  • Disciplined
    This unit does not suffer a morale penalty when the general dies. It can also rally after routing more often.
  • 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
Cohors Afrorum Miliaria (Imperial)
  • Very good defensive unit
  • Low damage but average armour penetration
  • Average attack
  • Good morale
Recuitment Requirement
Maximum Number 1
Unit Resouces DEI_Africa
Requires Buildings
Cohors Afrorum Miliaria (Imperial) Lv. 1 Auxiliary Garrison
Auxiliary Garrison
(rom_ROMAN_military_main_aux_4)
Level 3