Beastmen Halberdiers | ||
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Race | Beastmen | |
Req. Town Buildings | Armory | |
Construction Cost | 80 | |
Upkeep Cost |
2 1 | |
| ||
# of figures | 6 | |
Moves | 1 | |
Melee Attack per figure | 5 | |
Defense per figure | 3 | |
Resistance | 5 | |
Hit Points per figure | 2 |
Beastmen Halberdiers are a type of Normal Unit that can be recruited in Beastmen Towns containing at least an Armory. While Halberdiers are the highest tier generic infantry, they are still weaker than most Race-specific units, although they can get somewhat better with Experience. The extra Hit Point of Beastmen soldiers does make their standard units more durable than the average, but they are also twice as expensive in comparison.
Beastmen Halberdiers have a Construction Cost of 80, and require an Upkeep Cost of 2 and 1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.
Unit Properties[]
Physical Description[]
Beastmen Halberdiers are a group of humanoid animals, covered entirely in fur and dressed only in dyed loincloths. They carry halberds – long poles topped with large axe blades and spikes, used for either stabbing or hacking at enemies while fending them off. Beastmen are physically resilient, stronger than the average human, and their inherent magical nature gives them some protection from ill effects.
Beastmen Halberdiers are a Multi-Figure unit, containing up to 6 soldiers.
Attack Properties[]
Beastmen Halberdiers possess a Melee Attack Strength of 5, so each Halberdier has an average "raw" damage output of 1.5. While this may be decent against lighter armor, it's still not quite enough to consistently hurt well-protected opponents. Beastmen Halberdiers do get better with Experience though, both in strength and accuracy. At the Elite level, the maximum normally attainable, their attacks will do nearly twice this much, 7 × 40% = 2.8 points of "raw" damage, on average, per Halberdier.
Defensive Properties[]
Beastmen Halberdiers wear medium armor, and possess a Defense score of 3. They can deflect about 0.9 points from Conventional Damage attacks, on average. Unfortunately, this is barely enough to avoid even the weakest attacks. Beastmen are quite sturdy though, having 2 Hit Points, so Beastmen Halberdiers have a fairly high physical resilience overall. On the other hand, their base Resistance score does leave something to be desired – with 5, they have a fair chance at avoiding the weakest Unit Curses and combat maledictions, but will easily fall prey to stronger ill effects. Their Defense, Resistance, and even Hit Points improve with Experience however.
Other Properties[]
Beastmen Halberdiers move at a slow 1, and can only traverse land tiles. The unit has no special movement properties.
Basic Strategy[]
Beastmen Halberdiers are somewhat of a niche unit that is only really worth producing under a narrow range of circumstances. Because of the Beastmen's racial bonus to Attack Strength, Beastmen Swordsmen already have the same damage potential as most other Races' Halberdiers. For half the Construction Cost and a Gold less in maintenance, they also offer an extra point of ranged Defense. So while Beastmen Halberdiers are stronger against pure melee enemies, the overall difference is not significant, and generally won't warrant a longer recruitment time. That is, unless a Town can put out the whole 80 in a single turn, creating Swordsmen instead is almost always a better option.
Beastmen also have a racial Melee Attack unit: Minotaurs. Although these creatures only have 2 figures per unit, their innate +2 To Hit makes their base Melee Strength of 12 incredibly powerful. It takes Elite levels and magical weapons for the 6-figure Halberdiers just to match the damage of similar quality bull-men – and they need at least mithril equipment to have any hopes of surpassing the brutes. Even then however, Beastmen Halberdiers will remain inferior in terms of Armor penetration, although they are also much cheaper and can gain greater benefits from enhancement effects as a result of their higher figure count.
Experience Table[]
The following table illustrates how Beastmen Halberdiers improve with Experience. Any properties that are not listed here are not affected by Experience in any way.
Level Icon | Level Name | EP | Melee | To Hit | Defense | Resist | Hits |
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Recruit | 0 - 19 | 5 | 30% | 3 | 5 | 2 | |
Regular | 20 - 59 | 6 | 30% | 3 | 6 | 2 | |
Veteran | 60 - 119 | 6 | 30% | 4 | 7 | 2 | |
Elite | 120 | 7 | 40% | 4 | 8 | 3 | |
Ultra-Elite | 120 * | 7 | 50% | 5 | 9 | 3 | |
Champion | 120 ** | 8 | 60% | 5 | 10 | 4 |
* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both Warlord and Crusade must be in play simultaneously.
Average Damage Output[]
The table below details the average amount of "raw" damage that each Figure in a Beastmen Halberdiers unit will deliver based on Experience Level. It can be used in comparison to the target's Defense rating to approximate the chance of hurting that target.
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Acquisition[]
Beastmen Halberdiers may be recruited in any Beastmen Town that has an Armory already built. The Construction Cost of this unit is 80. Beastmen Halberdiers may also appear as Mercenaries, provided that the player has a presence on Myrror. In this case, they cost between 160 to 240 to hire per unit, based on their Experience – or half that much for Charismatic Wizards.