"Unlike other cataphracts these men carry bows, allowing them to attack from afar before the charge."
The Sarmatians, a western group of steppe peoples, occupied the area north of the Black Sea, bordering Dacian and Germanic lands. They roamed this region as they pleased, and had a fierce reputation as cavalrymen almost without equal. They were feared by the Greeks, and often worked as mercenaries or allied themselves to the Dacians. The Sarmatians were always horse archers, but their cavalry gradually adopted heavier and heavier armour as the centuries passed, eventually wearing as much armour as the famed cataphracts of the east. Even the horses wore full suits of scale armour. The riders kept their fearsome bows, even as they became magnificent shock cavalry. With each man carrying a kontos, a long two-handed lance, they could smash through almost any enemy foolish enough to stand against them.
Strength and Weaknesses[]
Excellent Charge Bonus
Excellent Armour
High Health
Base Stats[]
Elite Sarmatian Cataphracts
Unit
Number of Men:
80
Morale:
54
Bonus HP:
19
Melee Attack:
32
Melee Defense:
12
Charge Bonus:
220
Reload:
30
Ammunition:
1
Heavy Infantry
Human
Hit Points:
90
Mass:
150
Heavy Horse
Mount
Hit Points:
135
Mass:
660
Walk Speed:
17,5
Run Speed:
70
Charge Speed:
105
Charge Distance:
75
Weapons and Gear[]
Elite Lance
Melee Weapon
Damage:
3
Armour Penetration Damage:
7
Bonus vs Infantry:
0
Bonus vs Cavalry:
20
Bonus vs Elephants:
0
Building damage:
0.033
Composite Horse Bow
Missile Weapon
Normal Shot
Flaming Shot
Heavy Shot
Whistling Shot
Damage:
37
45
30
12
Armour Penetration Damage:
12
0
18
2
Base Reload Time:
20
34
34
20
Range:
150
150
150
150
Bonus vs Infantry:
0
0
10
0
Bonus vs Cavalry:
0
10
0
0
Bonus vs Elephants:
0
10
0
0
Special Effects:
Cataphract Armour
Armour
Armour:
50
Abilities[]
Wedge
Target:
Self
Initial Recharge:
0
Active Time:
N/A
Recharge Time:
N/A
The unit moves into a wedge-shaped attack formation.
Assemble (5s)
Form Wedge:
+10 Melee Attack
+50% Charge Speed
+15% Charge Bonus
-100% Missile Block Chance
-25% Speed
Frenzy
Target:
Self
Initial Recharge:
0
Active Time:
30
Recharge Time:
210
Improves a unit's attack capabilities for an extended period of time.
Frenzy (30s):
+10 Melee Attack
Frenzy (1s):
+50% Fatigue
Attributes[]
Disciplined
This unit does not suffer a morale penalty when the general dies. It can also rally after routing more often.
Hide (forest)
This unit can hide in forests until enemy units get too close.