|Req. Town Buildings||
|# of figures||6|
|Melee Attack per figure||3|
|Defense per figure||2|
|Hit Points per figure||3|
Dwarf Swordsmen are a type of Normal Unit. This unit may be created at a Dwarf town, for the Construction Cost of 50. The town must already contain both a Barracks and a Smithy for this to be possible.
Like all Swordsmen, Dwarf Swordsmen are a fairly basic combat unit, capable of holding its own in a fight with other Normal Units, especially after gaining some Experience. It also enjoys a Large Shield bonus which gives it some protection from Ranged Attacks. Two racial bonuses make this unit superior though: Dwarves possess three times as many Hit Points as other races, and are incredibly Resistant to ill effects. Dwarf Swordsmen can also cross all mountainous terrain as easily as other units cross Grasslands, but they struggle when crossing Grasslands.
Dwarf Swordsmen require an Upkeep Cost of only 1 to maintain, making them the same cost as Spearmen units from other Races. Failure to pay these costs will result in the unit being disbanded automatically.
Unit Properties Edit
Physical Description Edit
Dwarf Swordsmen are a group of short, stocky and bearded humanoids. They wear colored tunics, and each dwarf carries a sword for melee combat and a large dark-grey shield. Dwarves have a terrific constitution, and do not succumb easily to neither damage nor ill magic. They are also at home in mountainous terrain, which allows them to cross it easily. They are wary of plains however, and travel slowly on such terrain.
Attack Properties Edit
Dwarf Swordsmen use a Melee Attack that is somewhat decent - at least against other Normal Units. As they gain Experience, this attack can become strong enough to actually threaten the weaker Fantastic Units.
Each Swordsman makes a Melee Attack with a strength of 3. With no additional bonuses, this delivers an average damage output of about 0.9, so with 6 Swordsmen attacking in unison there's a good chance that several hits will connect - though this is before the target gets to make its Defense rolls to block damage. This attack is useful primarily against lightly-armored units, such as other low-tier Normal Units.
Defense Properties Edit
The Dwarf Swordsmen possess a Defense score of 2 - just slightly weaker than their attack score. They can deflect about 0.6 points of Damage from any damage source, on average. This is barely enough to protect them from anything but the weakest attackers.
Defense plays only a small role however, because like all Dwarves, the Dwarf Swordsmen possess a massive 3 Hit Points per figure - three times as much as most Normal Units. This allows the Dwarf Swordsmen to take plenty of damage without being destroyed.
With so many Hit Points, Dwarf Swordsmen will last significantly longer during combat, and will not die easily. This allows them to safely engage other low-tier Normal Units with ease, and even increases their odds when fighting much stronger creatures.
On top of all this, Dwarf Swordsmen receive a racial bonus to their Resistance score, raising it to an impressive 8. This is enough to ensure at least a 50% rate of blocking most Curses, spell effects and Special Attacks. With just two levels of Experience, Dwarf Swordsmen become immune to several types of ill effects. Every additional level expands the variety of effects to which they are immune!
Other Properties Edit
Most Dwarves possess the innate ability of Mountaineer. This theoretically allows the unit - as well as any other unit stacked with it - to move across specific types of rough Terrain at a cost of only 1 Movement Point per tile. This includes Mountain tiles, Hill tiles, and Volcanoes. Unfortunately, Dwarf Swordsmen are too slow to exploit this, unless their Movement Allowance is increased in some way.
On the other hand, the same ability also increases the cost of moving across Grassland to 3 points per tile. Normally, Dwarf Swordsmen move too slowly to feel any effect from these increased costs, since they can only move one turn per tile by default anyway. However, if their Movement Allowance is ever increased, the slow movement through Grasslands will clearly be felt.
Basic Strategy Edit
Dwarf Swordsmen form the basis of the Dwarf military. Since Dwarves have no Spearmen units, it is the Swordsmen who must fill their niche, comprising most of the army during the early parts of the game.
Dwarf Swordsmen are cheap to maintain (at only 1 per turn), but are much more expensive to produce. Fortunately, Dwarf Swordsmen are also significantly tougher than any other Swordsmen, and will likely survive much of the early combat in the game. This has several strategic and tactical implications, as explained below.
During combat, Dwarf Swordsmen have amazing staying-power, meaning that most Normal Units will struggle very much in destroying them. Though Dwarf Swordsmen are not stronger on the attack, better survivability means that they will get to make more attacks, and each enemy strike against them won't weaken the Dwarf Swordsmen by so much. Statistically speaking, this could be said to improve their chances of winning combat with any unit by a significant amount.
As a result, Dwarf Swordsmen can stand up to Halberdiers or even stronger units, and may actually win. With plenty of Dwarf Swordsmen attacking in unison, it may be possible to whittle down Fantastic Units rather easily - and Experienced Dwarf Swordsmen can do even better than that.
Strategically speaking, the high odds of surviving combat means that a Dwarf empire can rely on a relatively smaller number of Swordsmen to protect itself and to expand. These units are rarely killed in battle, and thus don't need to be replaced. This conserves a lot of Production for the Dwarf economy, and thus exemplifies their strategy. As a result, Dwarf Swordsmen will make up much of the Dwarf military, despite their high costs.
Note that theoretically, Dwarf Swordsmen should be able to scout and to lead other units through rough terrain - especially Mountains - with great ease. However, the Dwarf Swordsmen themselves are so slow that no effect will be felt unless their Movement Allowance was somehow increased.
Ability Overview Edit
- This unit receives a temporary Defense of +2 against all types of Ranged Attacks, Thrown Attacks and Breath Attacks.
- This unit may move through any Hills, Mountain or Volcano tile at a rate of 1 Movement Point per tile.
- When this unit is stacked with other units, the entire stack may move through these tiles at a rate of 1 Movement Point per tile.
- On the other hand, traveling into Grassland tiles costs this unit and its stack exactly 3 Movement Points.
Experience Table Edit
The following table illustrates how Dwarf Swordsmen improve 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|
|Recruit||0 - 19||3||30%||2||8||3|
|Regular||20 - 59||4||30%||2||9||3|
|Veteran||60 - 119||4||30%||3||10||3|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a Dwarf Swordsmen unit will deliver with each type of attack, based on Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.
A town must contain both a Barracks and a Smithy to be able to produce Dwarf Swordsmen. Should a town lose an existing Barracks or Smithy, it can no longer produce Dwarf Swordsmen until replacement structures are built.
The Construction Cost of this unit is 50.
Dwarf 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 Gold that depends on many different factors. Dwarf Swordsmen Mercenaries have the same Upkeep Cost as a normally-constructed unit.