|High Elf Halberdiers|
|Req. Town Buildings||Armory|
|# of figures||6|
|Melee Attack per figure||4|
|Defense per figure||3|
|Hit Points per figure||1|
+10% To HitForester
Like all Halberdiers, High Elf Halberdiers are a main-line defensive unit, capable of holding its own in a fight with other Normal Units, especially after gaining some Experience. High Elf Halberdiers also enjoy a racial To Hit bonus of +10%, a higher-than-average Resistance score, and the Forester ability which in theory allows them to navigate through Forests with ease.
High Elf Halberdiers 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 Edit
Physical Description Edit
High Elf Halberdiers are a group of tall humanoids with blond hair, slender and majestic. They are colorfully dressed in yellow shirts, white breeches, and a lively green cloak. High Elf Halberdiers carry halberds - long poles topped with large axe blades, used either for stabbing or for hacking at enemies while fending them off. A hint of magic surrounds them at all time, guiding their weapons and allowing them to be more in-tune with the natural world.
Attack Properties Edit
High Elf Halberdiers use a Melee Attack for hand-to-hand combat, and enjoy a racial bonus of +10% To Hit that is common to most Normal Units from the High Elf Race. This bonus makes their attack quite strong compared to that of other Normal Units. They can thus take on most Normal Units with a good chance of success, and even pose a threat to low-tier Fantastic Units, especially after gaining some Experience.
Each Halberdier makes a Melee Attack with a strength of 4. With the innate To Hit bonus, this delivers an average damage output of about 1.6, so with 6 Halberdiers attacking in unison there's a good chance that several hits will connect. This attack is dangerous to most enemy units, and can easily wipe out low-tier Normal Units instantly.
Defense Properties Edit
The High Elf Halberdiers possess a Defense score of 3 - just slightly better than the average for Normal Units. They can deflect about 0.9 points of Damage from any damage source, on average. This can reliably fend off some damage from enemy Spearmen or Swordsmen, but is unlikely to stop any serious attack.
As with most Normal Units, each High Elf Halberdier possesses only 1 Hit Point. In other words, each point of Damage inflicted on this unit will kill off one of its figures.
For purposes of defending against Curses and other combat maledictions, the High Elf Halberdiers have an above-average Resistance score of 6. This can protect them from some ill effects, but will probably fail about as often as it succeeds. With Experience however, High Elf Halberdiers can become surprisingly resistant to a large variety of ill effects.
Other Properties Edit
Like most other High Elf units, High Elf Halberdiers possess the Forester trait, which theoretically allows the Halberdiers and any units stacked with them to move through Forest tiles at a cost of 1 Movement Point per tile. Unfortunately, because High Elf Halberdiers only have a Movement Allowance of 1 anyway, this gives them no real advantage. If the unit's Movement Allowance is somehow increased, it will be able to "cruise" through Forest tiles like they were Grassland.
Basic Strategy Edit
Halberdiers are a step up from main-line Swordsmen units. Though High Elf Halberdiers are twice as expensive as High Elf Swordsmen, they are both stronger and more durable in Melee combat. Thus, an empire that can afford to build High Elf Halberdiers will often fill its armies with them as fodder and defensive troops, possibly even replacing the Swordsmen entirely.
High Elf Halberdiers are often superior in combat to enemy low-tier Normal Units. Though Halberdiers are more vulnerable to Ranged Attacks than Swordsmen, and will still suffer casualties in almost any fight, they deliver a good amount of damage to their opponents and can occasionally wipe an enemy unit out with one attack.
High Elf Halberdiers can band together with other Halberdiers or Swordsmen to take out a stronger enemy unit, up to and including low-tier Fantastic Units. Again, expect casualties among the ranks even if you do win the fight.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- This unit may move through any Forest tile at a rate of 1 Movement Point per tile.
- When this unit is stacked with other units, the entire stack may move through Forest tiles at a rate of 1 Movement Point per tile.
Experience Table Edit
The following table illustrates how High Elf Halberdiers 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||4||40%||3||6||1|
|Regular||20 - 59||5||40%||3||7||1|
|Veteran||60 - 119||5||40%||4||8||1|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a High Elf Halberdiers 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 an Armory to be able to produce High Elf Halberdiers. Should a town lose its Armory, it can no longer produce High Elf Halberdiers until a replacement structure is built.
The Construction Cost of this unit is 60.
High Elf Halberdiers 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. High Elf Halberdiers Mercenaries have the same Upkeep Cost as a normally-constructed unit.