Marauder Horsemen (Throwing Axes)These men are possessed, packing a decisive punch with a touch of insanity.
Some tribes of Marauders hold horses in high esteem, while others regard them with fear and superstition. To many, a warhorse is a sign of status, and only the best warriors may ride them. The steeds ridden by these tribes are powerful beasts, foul-tempered and strong of limb. Once a rider has broken such a horse, it will remain loyal to him until death, but they remain vicious and unruly should a stranger approach. Fed on a diet of human flesh and watered-down blood, these snorting, high-spirited steeds have a glint of intelligent menace in their eyes, and will trample, kick and bite as if berserk when engaged at close quarters. In battle, the speed and mobility of Marauder Horsemen leaves even the most able cavalrymen of the Old World sorely lacking. Able to steer their steeds with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked blades and hooked axes.
Unit NameMarauder Horsemen (Throwing Axes)
Main Unit Keywh_main_chs_cav_marauder_horsemen_1
Land Unit Keywh_main_chs_cav_marauder_horsemen_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupMissile Cavalry
Naval Unit GroupMissile Cavalry
Custom Battle Cost600
├ Missile Weaponwh_main_chs_throwing_axe
├ Missile Damage6
├ Missile Ap Damage21
└ Base Reload Time10
Shots Per Minute6.7
├ Melee Weaponwh_main_chs_marauder_horsemen_spear
├ Melee Damage Base19
├ Melee Damage Ap5
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence26
└ Shield Defence0
├ Armour Defence15
└ Shield Armour30
├ Man Entitywh_main_cavalry_rider_standard_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points75
├ Mount Entitywh_main_chs_cavalry_fast_blood
├ Mount Speed90
└ Mount Health8
Leadership (Base Morale)48
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
- Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
- Armour-Piercing Missiles
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
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