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Beastmen Swordsmen

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Beastmen Swordsmen
Tactical BeastmenSwordsmen
Race Beastmen
Req. Town Buildings Barracks,
Smithy
Construction Cost Icon Production.png 40
Upkeep Cost Icon Gold.png 1
Icon Food.png 1
Unit Properties
# of figures Icon MultiFigureUnit.png 6
Moves Icon Movement Ground1
Melee Attack per figure Icon Melee Normal.png 4
Defense per figure Icon Defense.png 2
Resistance Icon Resist.png 5
Hit Points per figure Icon Hits.png 2
Unit Abilities
Ability LargeShield Large Shield

Beastmen Swordsmen are a type of Normal Unit. This unit may be created at a Beastmen town, for the Construction Cost of Icon Production.png 40. The town must already contain both a Barracks and a Smithy for this to be possible.

Like all Swordsmen, Beastmen Swordsmen are a fairly basic combat unit, but additional racial bonus to attack strength make them about as dangerous as Halberdiers. They are quite capable of holding their own in a fight with other Normal Units, especially after gaining some Experience. The Beastmen Swordsmen unit also enjoys a Large Shield bonus which gives it some protection from Ranged Attacks. Beastmen Swordsmen are twice as expensive as other Swordsmen, but are significantly healthier and slightly more resistant to magic.

Beastmen Swordsmen require an Upkeep Cost of Icon Gold.png 1 and Icon Food.png 1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.

Unit Properties Edit

Physical Description Edit

Beastmen Swordsmen are a group of humanoid animals, covered entirely in fur and dressed only in dyed loincloths. They each carry a sword for up-close-and-personal combat, and a large dark-red buckler which protects them from enemy arrows and other ranged attacks. Beastmen are physically resilient, stronger than the average human, and their inherent magical nature gives them some protection from ill effects.

Beastmen Swordsmen are a Icon MultiFigureUnit.png Multi-Figure unit, containing Icon Figure.png 6 figures when fully healed.

Attack Properties Edit

Beastmen Swordsmen use a Melee Attack that is quite potent - on par with the attack strength of the average Halberdiers. This is quite threatening to other Normal Units. As they gain Experience, Beastmen Swordsmen can become strong enough to actually threaten the weaker Fantastic Units.

Each Swordsman makes a Melee Attack with a strength of Icon Melee Normal.png 4. With no additional bonuses, this delivers an average damage output of about Icon Damage.png 1.2, so with 6 Swordsmen attacking in unison there's a good chance that several hits will connect, even if the target is decently-armored. Again, with Experience this attack grows stronger, and can eventually become threatening to even better-armored opponents.

Defense Properties Edit

The Beastmen Swordsmen possess a Defense score of Icon Defense.png 2 - just slightly weaker than their attack score. They can deflect about Icon Damage.png 0.6 points of Damage from any damage source, on average. This is barely enough to protect them from anything but the weakest attackers.

Furthermore, Swordsmen are equipped with Large Shields. These bestow a Defense bonus of Icon Defense.png +2 again certain types of attack:

  • Icon Ranged Bow.png Ranged Missile Attacks
  • Icon Ranged Boulder.png Ranged Boulder Attacks
  • Icon Ranged Magic.png Ranged Magical Attacks
  • Icon Thrown.png Thrown Attacks
  • Icon Breath.png Breath Attacks

Extra Defense will block more incoming damage, and as the Beastmen Swordsmen gain Experience they can eventually become very resistant to those attacks.

Beastmen in general are significantly healthier than other Races, giving each Beastmen Swordsman Icon Hits.png 2 Hit Points - twice the health of low-tier Normal Units. In other words, it will take two points of Icon Damage.png Damage to kill off one Beastmen Swordsman.

With these extra Hit Points, Beastmen Swordsmen will last much longer in battle than their counterparts from other races. They will still struggle to prevent damage from getting through their armor, however.

For purposes of defending against Curses and other combat maledictions, the Beastmen Swordsmen have a rather-low Resistance score of Icon Resist.png 5 - barely enough to protect them from such effects.

Other Properties Edit

Beastmen Swordsmen move at a slow Icon Movement Ground1, and can only traverse land tiles. The unit has no special movement properties.

Basic Strategy Edit

Beastmen Swordsmen are a step up from the basic Beastmen Spearmen. Stronger on the attack, with the added bonus of resistance to Ranged Attacks and certain Special Attacks, the Beastmen Swordsmen can serve as a decent main-line unit, bolstering the strength of larger armies.

Thanks to significantly-increased Hit Points, Beastmen Swordsmen are occasionally strong enough to fight on their own. Icon Experience.png Experienced Swordsmen are quite capable of facing down most low-tier Normal Units with ease. In the early game, a line of advancing Swordsmen can stand up fairly well to the foes it's likely to meet. It can weather Ranged Attack volleys to close with the enemy and batter it down - though it's still recommended to mix in some other units to aid the Swordsmen in their fight, decreasing casualties.

In an empire based mostly on Normal Units, Swordsmen tend to form the majority of armies, especially in garrisons, a good way towards the mid-game.

Ability Overview Edit

Ability LargeShield Large Shield Edit

Experience Table Edit

The following table illustrates how Beastmen Swordsmen improves as they gain Experience. Any properties that are not listed here do not improve with Experience in any way.

Level Icon Level Name EP Melee To Hit Defense Resist Hits
Experience 0 Recruit Icon Experience.png 0 - Icon Experience.png 19 Icon Melee Normal.png 4 Icon ToHit.png 30% Icon Defense.png 2 Icon Resist.png 5 Icon Hits.png 2
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 5 Icon ToHit.png 30% Icon Defense.png 2 Icon Resist.png 6 Icon Hits.png 2
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 5 Icon ToHit.png 30% Icon Defense.png 3 Icon Resist.png 7 Icon Hits.png 2
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 6 Icon ToHit.png 40% Icon Defense.png 3 Icon Resist.png 8 Icon Hits.png 3
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 6 Icon ToHit.png 50% Icon Defense.png 4 Icon Resist.png 9 Icon Hits.png 3
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 7 Icon ToHit.png 60% Icon Defense.png 4 Icon Resist.png 10 Icon Hits.png 4

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both the Warlord Retort and the Crusade spell must be in play simultaneously.

Average Damage Output Edit

The table below details the average amount of damage that each Icon Figure.png Figure in a Beastmen Swordsmen unit will deliver with each type of attack, based on Icon Experience Level.png Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.

Select weapons:
Level Icon Level Name Melee Ranged * Thrown Breath
Experience 0 Recruit
Experience 1 Regular
Experience 2 Veteran
Experience 3 Elite
Experience 4 Ultra-Elite
Experience 5 Champion

<img src="Icon_Melee_Normal.png"><img src="Icon_Melee_Magic.png"><img src="Icon_Melee_Mithril.png"><img src="Icon_Melee_Adamantium.png">

Acquisition Edit

Beastmen Swordsmen may be produced in any Beastmen Town.

A town must contain both a Barracks and a Smithy to be able to produce Beastmen Swordsmen. Should a town lose an existing Barracks or Smithy, it can no longer produce Beastmen Swordsmen until replacement structures are built.

The Construction Cost of this unit is Icon Production.png 40.

Beastmen Swordsmen may appear for hire as Mercenaries. They may already have some Experience on being hired, and several units may be hired simultaneously. Hiring these units requires a certain cost in Icon Gold.png Gold that depends on many different factors. Beastmen Swordsmen Mercenaries have the same Upkeep Cost as a normally-constructed unit.

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