"Slingshot can fly a great distance in the uninterrupted vastness of the desert."
Skirmishers harass the enemy, never giving them pause to regroup or breathe. Successful skirmish forces were often used to pin an enemy down whilst the vanguard prepared for the decisive attack. Eastern armies primarily employed skirmish cavalry, born of and entirely suited to the terrain upon which they fought and their cavalry-heavy structure. The javelin was an oft-used weapon for skirmishers, particularly from horseback. A rider could hurl his weapon at the enemy and be far away before they had time to react. If they were foolish enough to turn and face the threat, they could be blind to an infantry bulwark bearing down upon them.
Strength and Weaknesses[]
Excellent Rate of Fire
Very Poor Armour
Low Health
Base Stats[]
Desert Hurlers
Unit
Number of Men:
160
Morale:
34
Bonus HP:
5
Melee Attack:
7
Melee Defense:
2
Charge Bonus:
2
Reload:
40
Ammunition:
14
Very Light Infantry
Human
Hit Points:
75
Mass:
70
Walk Speed:
16
Run Speed:
40
Charge Speed:
55
Charge Distance:
35
Weapons and Gear[]
Dagger
Melee Weapon
Damage:
5
Armour Penetration Damage:
1
Bonus vs Infantry:
0
Bonus vs Cavalry:
0
Bonus vs Elephants:
0
Building damage:
0.033
Sling
Missile Weapon
Damage:
50
Armour Penetration Damage:
0
Base Reload Time:
10
Range:
125
Bonus vs Infantry:
0
Bonus vs Cavalry:
0
Bonus vs Elephants:
0
Special Effects:
Cloth
Armour
Armour:
3
Abilities[]
Rapid Advance
Target:
Self
Initial Recharge:
0
Active Time:
30
Recharge Time:
210
Improved unit movement speed over an extended period.
Rapid Advance (30s):
+50% Speed
Attributes[]
Resistant to Fatigue
Fatigue has less of an effect on this unit.
Hide (forest)
This unit can hide in forests until enemy units get too close.