Stir River Patrol (Crossbowmen)
Merchant barges laden with valuable trade goods must be protected from anything lurking close to, and swimming beneath, the waterways.State troops are paid as full-time professional soldiers, ready to answer the call to arms at all times. In addition to forming a standing army to repel enemy attack, they also serve as city guards, the fire watch and the enforcers of the law. However, most of the time these soldiers spend their days drilling and training with various weapons to the barked instructions of grim-faced, veterans. Each Imperial state trains its regiments to fight together on the battlefield, so Imperial armies often march to battle with detachments of missile troops to aid them. These units form up close to melee specialists to guard vulnerable flanks and shower oncoming enemies with missile fire or join their counterparts in close combat.
Unit Name Stir River Patrol (Crossbowmen) |
Main Unit Key wh2_dlc13_emp_inf_crossbowmen_ror_0 |
Land Unit Key wh2_dlc13_emp_inf_crossbowmen_ror_0 |
Land Unit Group Parents Missile Infantry |
Land Unit Group Missile Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 675 |
Recruitment Cost 675 |
Upkeep Cost 169 |
Number of Units 90 |
6210 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_sword_crossbow |
├ Man Entity wh_main_infantry_standard_light_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 90 |
└ Bonus Hit Points 61 |
90 |
└ Man Mass 90.0000 |
20 |
├ Armour wh2_main_leather_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 50 |
33 |
└ Man Speed 33 |
Melee Attack 14 |
17 |
24 |
├ Melee Weapon wh_main_emp_sword_short |
├ Base Weapon Damage 21 |
├ Armour-Piercing Weapon Damage 3 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 4 |
Ammunition 22 |
Range 160 |
20 |
├ Missile Weapon wh2_dlc13_emp_crossbow_stir_river_patrol |
├ Projectile wh2_dlc13_emp_crossbow_bolt_stir_river_patrol |
├ Base Missile Damage 20 |
├ Armour-Piercing Missile Damage 6 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 13 |
Accuracy 10 |
Reload Skill 0 |
Abilities
No Ability
Attributes
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Good Range
This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |