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Gong Du Yellow Turbans Gong Du Yellow Turbans Units

Polearm Infantry

Polearm Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
1
160 Peasant Spearmen
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_peasant_spearmen)
Peasant Spearmen
Forsaking farming tools for sharpened bamboo stakes, these peasants are cheap, with low morale, but risk their lives to fight against oppression.
160 200 300 80 16 96000 22 20 9 36 11% 0% 7 0 0% NAN
2
160 Yellow Turban Spearmen
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_yellow_turban_spearmen)
Yellow Turban Spearmen
Protected by leather armour and a small shield, these former bandits brace for impact against cavalry charges.
160 450 450 120 22 96000 41 20 7 24 14% 20% 20 5 55% NAN
3
160 Fervent Defenders
Polearm Infantry / Halberd Infantry / (3k_dlc04_unit_wood_fervent_defenders)
Fervent Defenders
At the centre of the line, weapons extended, these warriors do not - cannot - flinch. Their resolve, implacable.
160 500 500 135 30 96000 60 20 25 25 16% 0% 25 0 0% NAN
4
80 Militia of Virtue
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_militia_of_virtue)
Militia of Virtue
Martial arts training has given these warriors unmatched stamina and made them experts users of the staff for attacking and defending.
80 550 550 145 30 72000 40 20 45 2 60% 0% 20 0 0% NAN
5
160 Guardians of the Land
Polearm Infantry / Halberd Infantry / (3k_ytr_unit_wood_guardians_of_the_land)
Guardians of the Land
Armoured former palace guards who use ji polearms raided from their previous masters in the fight for the Great Peace.
160 700 700 185 30 96000 80 20 25 25 34% 0% 45 0 0% NAN
6
160 Reclaimers
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_reclaimers)
Reclaimers
This infantry gathers equipment dropped or left behind in battle to help their brothers and sisters continue the fight.
160 700 700 185 28 96000 70 20 7 24 16% 15% 25 20 60% NAN
7
160 Stalwart Shields
Polearm Infantry / Spear Infantry / (3k_dlc04_unit_wood_stalwart_shields)
Stalwart Shields
The Yellow Turbans must be sword and shield both, holding back the tide of corruption whilst simultaneously pushing it back.
160 650 800 215 47 115200 10 20 7 24 16% 15% 25 20 80% NAN
8
40 Arm of the Supreme Peace
Polearm Infantry / Halberd Infantry / (3k_ytr_unit_metal_arm_of_the_supreme_peace)
Arm of the Supreme Peace
The imposing bulk of this elite infantry gives their swung maces the power of a gale, scattering their enemies before them.
40 1000 800 215 44 84000 157 15 74 25 43% 0% 32 0 0% NAN