Horsemen



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----- Archers on Horseback -----

Point Value: 1

Notes:
Prior to invention of the bit, Horsemen armed with bows were used as scouts and to harass enemy troops. They operated in pairs, where one horseman would hold both reins while his companion used the bow.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.
    Allowed 1 free ACP to complete an action.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 300%.
    Needs MP to enter terrain: 99 into sea, lake, ice, road, ford, 1 into desert, semi-desert, steppe, plain, forest, river, 2 into swamp, salt-marsh, mountain.
    Needs MP to traverse terrain: -1 by default, 99 across river, 1 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 2.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 by default, 0 vs Reed Boat, Longship, Barge, Bireme, Trireme).
Hit chances are 100% vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace, 40% vs Sappers, Spearmen, Swordmen, Slingers, Archers, Horsemen, Cavalry, War Carts, Chariots, Siege Tower, 50% vs Colonizers, Corvees, Donkey Train, Caravan, Warrior Band, Battering Ram, Ballista, Onager, 0% vs Siege Ramp, Reed Boat, Longship, Barge, Bireme, Trireme, 10% vs Phalanx, Legion, 5% vs Elephants.
Damage is 1 by default, 0 vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs Tribe, Village, City.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Material Handling:
    Food (none)
    Ores (none)
    Ideas (none)

Required advances to build: The Saddle.


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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