Difference between revisions of "Light Lancers (RTW Unit)"
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|Weaponry=Spear | |Weaponry=Spear | ||
|Morale=8, Normal, Trained | |Morale=8, Normal, Trained | ||
− | |Melee Attack=7 | + | |Melee Attack=7, 9 (secondary) |
|Ranged Attack=N/A | |Ranged Attack=N/A | ||
|Defence=<li>5 (Total)</li><li>0 (Armour)</li> <li>5 (Defense Skill)</li> | |Defence=<li>5 (Total)</li><li>0 (Armour)</li> <li>5 (Defense Skill)</li> | ||
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== Details == | == Details == | ||
− | Light Lancers are one of the first cavalry units Macedon can recruit despite this ease of access Light Lancers are actually quite good light cavalry. The Light Lancers with their speed, morale and good charge bonus means Light Lancers | + | Light Lancers are one of the first cavalry units Macedon can recruit, despite what this ease of access may indicate Light Lancers are actually quite good light cavalry. The Light Lancers with their speed, morale and good charge bonus combined means Light Lancers hold a position as a decent early game light shock cavalry with the potential to be useful throughout a campaign. |
− | The primary use of Light Lancers is to charge the enemy | + | The primary use of Light Lancers is to charge the enemy while they are engaged but they can also be used to chase missile or fleeing units. The powerful charge bonus means the Light Lancers are good as a hammer to a Macedonian anvil, this is especially useful in the early game since most early units will rout after a charge or two from the flanks. The effectiveness of Light Lancers will diminish as the campaign goes on as other factions will start to have access to stronger units. |
− | While Light Lancers are good on the charge their low defence combined with lack of shield and armor means light lancers will be annihilated in prolonged combat, facing spearmen and hoplites head-on is also to be avoided. Light lancers are also vunerable to missiles, moving out of range of missiles or charging missile units before they can let | + | While Light Lancers are good on the charge their low defence combined with lack of shield and armor means light lancers will be annihilated in prolonged combat, facing spearmen and hoplites head-on is also to be avoided. Light lancers are also vunerable to missiles, moving out of range of missiles or charging missile units before they can let loose a volly of missiles is a good method to counter this issue, but remember to avoid getting stuck into prolonged combat. Overall the Light Lancers are a strong early cavalry unit with a strong charge that lets them still have a use later into the campaign but their low defences means the can disintagrate if they get stuck in a battle or hit with missiles. |
== Factions == | == Factions == | ||
Latest revision as of 14:14, 9 April 2023
Light lancers are fast, lightly equipped cavalrymen who rely on hit-and-run charges where the killing power of their lances is maximised.
Overview
Light lancers are fast, lightly equipped cavalrymen who rely on hit-and-run charges where the killing power of their lances are maximised. Although they have cavalry swords for close quarters fighting, a lack of armour means once the melee becomes protracted they are susceptible to enemy counterattacks: slugging it out with heavy forces is not sensible for these soldiers. Rather, these men should operate on the periphery of battles where they can ride down enemy skirmishers and missile troops. They can be thrown into to heart of the fighting if necessary, or when a weakened unit’s flank or rear can be attacked.
Details
Light Lancers are one of the first cavalry units Macedon can recruit, despite what this ease of access may indicate Light Lancers are actually quite good light cavalry. The Light Lancers with their speed, morale and good charge bonus combined means Light Lancers hold a position as a decent early game light shock cavalry with the potential to be useful throughout a campaign. The primary use of Light Lancers is to charge the enemy while they are engaged but they can also be used to chase missile or fleeing units. The powerful charge bonus means the Light Lancers are good as a hammer to a Macedonian anvil, this is especially useful in the early game since most early units will rout after a charge or two from the flanks. The effectiveness of Light Lancers will diminish as the campaign goes on as other factions will start to have access to stronger units.
While Light Lancers are good on the charge their low defence combined with lack of shield and armor means light lancers will be annihilated in prolonged combat, facing spearmen and hoplites head-on is also to be avoided. Light lancers are also vunerable to missiles, moving out of range of missiles or charging missile units before they can let loose a volly of missiles is a good method to counter this issue, but remember to avoid getting stuck into prolonged combat. Overall the Light Lancers are a strong early cavalry unit with a strong charge that lets them still have a use later into the campaign but their low defences means the can disintagrate if they get stuck in a battle or hit with missiles.