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Peasants (RTW Unit)

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Revision as of 10:39, 16 May 2014 by Makanyane (talk | contribs) (experiment with image problem)
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Stats

  • Soldiers: 121
  • Attack: 1 (Normal, Barbarian), 3 (Desert)
  • Charge Bonus: 2
  • Weapon Type: Dagger (Normal, Barbarian), Pitchfork (Desert)
  • Total Defense: 1 (Normal), 3 (Desert), 4 (Barbarian)
  • Armor: 0
  • Defense Skill: 1 (Normal), 3 (Desert), 4 (Barbarian)
  • Shield: 0
  • Hit Points: 1
  • Recruitment Cost: 100 (Normal), 120 (Desert), 150 (Barbarian)
  • Upkeep: 33
  • Abilities: Can Swim, Fast Moving


Bpeasant.jpg

Tactics

Peasants might seem useless, but a cheap unit of men is useful when skill is not important. they can sap so they are useful for collapsing walls without risking more useful troops and they can push rams and get ladders to walls. They are useful for this since they are cheap so it doesn't matter if they take horrendous casualties. They make great archer fodder too. Barbarian Peasants are stronger than their Roman counterparts with better defence and eastern peasants are even stronger with improved attack and deference.

In Game Description

Peasants are reluctant warriors at the best, but a life of endless toil and drudgery does at least produce strong backs and an acceptance of grim reality. Men, no matter how untrained or unready for war, are always useful in battle - the enemy can be weakened simply by having to hack a way through the press of bodies. Forcing peasants to leave the land and fight is cheap and quick even if it does damage the prospects for the next harvest. This is an important consideration where famine may be only one failed harvest away Still more of a problem is the reluctance of these men to fight well in a situation they neither know nor care about. That said, these men can fight; maybe they are not experts, but every enemy they kill is one less for proper warriors to face down.


Factions

Available to all factions in both RTW and BI.

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