STEAM GROUP
Divide et Impera Coloseum DEIColoseum
STEAM GROUP
Divide et Impera Coloseum DEIColoseum
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4 February, 2019
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English
Basics about Different Units
Lets look on the different weapons units can have.
But before we do this, some explanations to different unit categories.


UNIT CATEGORIES

Melee Units: equipped with a sword, axe, falx/rhomphaia or club
Spear units: equipped with a spear
Pike units: equipped with a pike (basically a spear variant ca 6 metres long)
Melee Cavalry: equipped with spears or swords
Shock Cavalry: equipped with a long lance to charge more effectively
Missile Cavalry: equipped with javelins or bows - they have a sword, dagger or spear in reserve
Missile Infantry: equipped with javelins, slings or bows - dagger, sword or rarely spear in reserve
Others: Chariots, Elephants, War dogs.


CLOSE QUARTER WEAPONS

the sword: High damage. Small armor piercing proportion. Sword units usually have a solid attack.

the axe: Low damage. High armor piercing. Axe units have a balance between attack and defense.

the club: Very low damage. Medium armor piercing. Adds 10 Points to "Bonus VS Infantry".

the falx: High damage. Very high armor piercing. Falx units have high attack, very high charge bonus and an extremely low defense. Carries a hidden bonus (15) VS large.

the rhomphaia: Very high damage. Very high armor piercing. Units with Rhomphaia have a very high attack, high charge bonus and an extremely low defense. They have a hidden bonus (20) VS large.

the spear: Low damage. Small armor piercing. Bonus versus "large" (means elephants and horses). Spear infantry units usually have a good melee defense.

the pike: Low damage. High range. Small armor piercing. Pike walls are, theoretically spoken, Very vulnerable to flank/rear attacks. Vulnerable to missiles because they only have a small shield.

the lance: Low damage, high armor piercing proportion. Does very high damage on the charge, but is very bulky to use in prolonged melee combat. Used by shock cavalry.

the dagger: Low damage. Small armor piercing. Used by most foot skirmishers when in melee.

other: Chariots, war hounds and elephants are special and cant be compared this way.


RANGED WEAPONS

Sling and stones: Low damage. Medium armor piercing. High rate of fire. High range of 150m and its single-handed, that means the men can carry a shield.


Bow&Arrows: Can use (depending on unit quality) different arrow types. Unit quality also determines the range, 125 or 150m. Medium rate of fire.

Standard Arrow: High damage, small Armor piercing, standard range and accuaracy.

Flaming Arrow: Very low damage & Armor piercing. Lowers the morale of units and sets buildings on fire if needed.

Javelins: Low to high Damage, depends on unit quality. Low range of 80m and high armor piercing. High rate of fire. Has a bonus VS large. Many melee units also carry javelins. If they have a skirmish/melee function, they have a low range of 80m. If they only have the melee mode, its 40m.


UNIT MASS CLASSIFICATION

Another important attribute is the unit mass classification.
In relation to the armor value, there is a certain mass certification for each unit.
This mainly comes to effect when charging or getting charged.
The heavier a unit, the more enemies are going to get run over by their heavy impact. Heavy units can withstand charges better.
Logically on the other side, a lighter unit cant get make use of their weight this effectively and gets more easily run over when getting charged.
You can look up the unit weight class when hovering over the yellow symbol on their unit card.

circle means: very light & light
diamond means: Medium & heavy
square means: very heavy & super heavy


EXPLANATION OF STAT VALUES

Melee Attack: the probability of hitting another unit in melee

Missile Damage: the damage a hit with a certain missile does

Weapon Damage: the Damage a certain melee weapon does

Range (only skirmishers/Artillery): The range of the unit in meters

Shots per Minute: How fast a ranged unit can fire

Ammunition: How many shots each individual soldier can carry

Bonus versus Large: amount of bonus attack received against Horses & Elephants

Bonus versus Infantry: amount of bonus attack received against infantry

Charge bonus: Bonus received when charging an enemy unit, adds bonus to attack and weapon damage. It reduces over time to zero.

Melee Defense: probability of not being hit in a melee fight.

Armor: mostly determines the mass of a unit. Offers damage absorption both in melee and against incoming missiles.

Health: How many hit points a single man has got

Base Morale: How likely a unit is to stay in a fight or flee when the odds are against them.
Last edited by Constantine the Great; 24 Sep, 2019 @ 9:49pm