|Req. Town Buildings||Armory|
|# of figures||6|
|Moves||1 / 1|
|Melee Attack per figure||4|
|Defense per figure||4|
|Hit Points per figure||2|
|Negate First Strike|
Like all Halberdiers, Lizardmen Halberdiers are a main-line defensive unit, capable of holding its own in a fight with other Normal Units, especially after gaining some Experience. Lizardmen possess a few important racial benefits though: the ability to move through (and fight in) Ocean tiles, as well as increased Defense and doubled Hit Points for better survivability. This unit stands up very well to enemy Cavalry and other First Strike units.
Lizardmen Halberdiers require an Upkeep Cost of 1 and 1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.
Unit Properties Edit
Physical Description Edit
Lizardmen Halberdiers are a group of bipedal reptilian humanoids, covered in thick green scales. They wear purple-colored neck bands to distinguish them from other Lizardmen units. Lizardmen Halberdiers carry halberds - long poles topped with large axe blades and spikes, used either for stabbing or for hacking at enemies while fending them off. When attacked by cavalry, the Lizardmen Halberdiers can use their halberds to dissuade any enemy head-on charge by planting them firmly into the ground facing the enemy unit. Lizardmen are physically resilient, can swim as easily as they can walk, and their scales provide them better protection from enemy weapons than a suit of chainmail armor.
Attack Properties Edit
Each Lizardmen Halberdier makes a Melee Attack with a strength of 4. With no additional bonuses, this delivers an average damage output of about 1.2, so with 6 Halberdiers attacking in unison there's a good chance that several hits will connect. This attack is dangerous to most enemy Normal Units, and can potentially wipe out a lightly-armored enemy.
With additional Experience, the Lizardmen Halberdiers' attack can become even more threatening, to the point where this unit can damage or kill enemy low-tier Fantastic Units quite well.
Defense Properties Edit
Thanks to their racial bonus, Lizardmen Halberdiers possess a Defense score of 4 - providing the same amount of protection as the steel plate armor used by some of the best Normal Units of other races! They can deflect about 1.2 points of Damage from any damage source, on average.
Lizardmen in general are significantly healthier than other Races, giving each Lizardmen Halberdier 2 Hit Points - twice the health of low-tier Normal Units. In other words, it will take two points of Damage to kill off one Lizardmen Halberdier.
Other Properties Edit
Normally, Lizardmen Halberdiers move at a slow 1, both on the overland map and during combat. However, like all Lizardmen units, the Lizardmen Halberdiers also possess the ability to Swim. They move at a rate of 1 across Ocean tiles, and can participate in combat on the ocean (moving at the same rate).
Like some other Halberdiers, Lizardmen Halberdiers possess a useful combat ability called Negate First Strike. When the Halberdiers are attacked by an enemy unit possessing First Strike, the enemy's First Strike does not work at all. Instead, the enemy unit delivers its Melee Damage simultaneously with the Halberdiers, as per the normal combat damage rules.
This allows Lizardmen Halberdiers to stand up to cavalry without fear of being overrun. The cavalry cannot use its advantage as an attacker. Note of course that Negate First Strike does nothing against any other enemy Special Attacks.
Basic Strategy Edit
Halberdiers are a step up from main-line Swordsmen units. Though Lizardmen Halberdiers are twice as expensive as Lizardmen Swordsmen, they are both stronger and more durable in Melee combat. Thus, an empire that can afford to build Lizardmen Halberdiers will often fill its armies with them as fodder and defensive troops, possibly even replacing the Swordsmen entirely.
Lizardmen Halberdiers make excellent anti-cavalry troops, thanks to Negate First Strike. Enemy cavalry will need to fight on an even ground with the Halberdiers, thus losing their primary advantage. When faced with large enemy cavalry forces, Halberdiers are indispensable.
Lizardmen 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 hefty amount of damage to their opponents and can occasionally wipe an enemy unit out with one attack.
Lizardmen 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. Nonetheless, extra Hit Points and Defense makes this unit very resilient to damage, allowing it to survive longer during combat. It can stand up well to other low-tier Normal Units, and is much more likely to survive combat at all.
Note that the Lizardmen Halberdiers's Swimming ability allows them to travel anywhere on the map, possibly conquering Towns on other continents early in the game, harassing empires that do not defend their shoreline properly, and generally making surprise attacks wherever they please.
Ability Overview Edit
- When an enemy possessing First Strike attacks this unit in Melee combat, it does not get to use its First Strike at all.
- Instead of delivering Melee Damage first, the enemy will deliver it simultaneously with the defender as all non-First Striking units do.
Experience Table Edit
The following table illustrates how Lizardmen 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||30%||4||4||2|
|Regular||20 - 59||5||30%||4||5||2|
|Veteran||60 - 119||5||30%||5||6||2|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a Lizardmen 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 Lizardmen Halberdiers. Should a town lose its Armory, it can no longer produce Lizardmen Halberdiers until a replacement structure is built.
The Construction Cost of this unit is 40.
Lizardmen 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. Lizardmen Halberdier Mercenaries have the same Upkeep Cost as a normally-constructed unit.