|Req. Town Buildings||
|# of figures||6|
|Moves||1 / 1|
|Melee Attack per figure||3|
|Defense per figure||3|
|Hit Points per figure||2|
Lizardmen Swordsmen are a type of Normal Unit. This unit may be created at a Lizardmen town, for the Construction Cost of 20. The town must already contain both a Barracks and a Smithy for this to be possible.
Like all Swordsmen, Lizardmen 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. Lizardmen possess a few important racial benefits: the ability to move through (and fight in) Ocean tiles, as well as increased Defense and doubled Hit Points for better survivability.
Lizardmen Swordsmen 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 Swordsmen are a group of bipedal reptilian humanoids, covered in thick green scales and wearing green tunics. They each carry a sword for up-close-and-personal combat, and a large rust-red buckler which protects them from enemy arrows and other ranged attacks. 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
Lizardmen 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 Lizardmen Swordsmen possess a Defense score of 3 - a reasonably good score, normally possessed by mid-tier Normal Units. They can deflect about 0.9 points of Damage from any damage source, on average. This can help prevent damage from weak enemy units such as Spearmen and other Swordsmen.
Lizardmen in general are significantly healthier than other Races, giving each Lizardmen Swordsman 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 Swordsman.
Other Properties Edit
Normally, Lizardmen Swordsmen move at a slow 1, both on the overland map and during combat. However, like all Lizardmen units, the Lizardmen Swordsmen 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).
Basic Strategy Edit
Lizardmen Swordsmen are a step up from the basic Lizardmen Spearmen. Stronger on the attack, with the added bonus of resistance to Ranged Attacks and certain Special Attacks, the Lizardmen Swordsmen can serve as a decent main-line unit, bolstering the strength of larger armies.
Thanks to better Defense and significantly-increased Hit Points, Lizardmen Swordsmen are usually strong enough to fight on their own. 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--they are advantaged against all other normal units available to Arcanus races on turn 1, even those costing 50% or 100% more. 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.
Note that the Lizardmen Swordsmen'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
- This unit receives a temporary Defense of +2 against all types of Ranged Attacks, Thrown Attacks and Breath Attacks.
Experience Table Edit
The following table illustrates how Lizardmen 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%||3||4||2|
|Regular||20 - 59||4||30%||3||5||2|
|Veteran||60 - 119||4||30%||4||6||2|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a Lizardmen 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 Lizardmen Swordsmen. Should a town lose an existing Barracks or Smithy, it can no longer produce Lizardmen Swordsmen until replacement structures are built.
The Construction Cost of this unit is 20.
Lizardmen 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. Lizardmen Swordsmen Mercenaries have the same Upkeep Cost as a normally-constructed unit.