Militia tech

Post Reply
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Militia tech

Post by DreJaDe »

Always wanted the militia units. Not a professional one but more like troops that are just called to arms. Not exactly as weak peasants with weapon but also is not as strong as normal armed units.

Something on the middle but still worth the cost. So Im setting it up with as like this. They will be like the peasants requiring the same tech but also the "tight fabric". Will only be trainable like them. Randomly through a 1 turn cost "militia" trainable. Each unit below will be trainable of equal chances. And lastly... Peasants will cannot be train in fortified town anymore.

Open for opinions as always.

Requires: town patrol, tight fabric
Training ONLY in fortified town
Affected by blacksmith offensively (only lvl1) but only tight fabric for armor

Militia swordsman
Cost: 1

HP: 18
Atk: 7
No arm

Category: same as swordsman
Bonus: same as swordsman

Militia Axeman
Cost: 1
HP: 16
Atk: 10
No arm

Category: same as swordsman
Bonus: same as swordsman

Militia crossbow
Cost: 1
HP: 11
Atk: 5
Range: 4

Category: same as archer
Bonus: same as pavise crossbow

Militia spearman
Cost: 1
HP: 13
Atk: 5
No arm

Militia Billman
HP: 16
Atk: 7
No arm

Category: same as billman (not merc)
Bonus: same as billman

Militia horseman
Cost: 1
HP: 20
Atk: 6
Arm/p.arm: 1/1
Speed: 5

Category: same as hussar
Bonus: same as knight
User avatar
godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Militia tech

Post by godOfKings »

Too strong, especially with defensive buff of fortified towns, militia should only b hired during emergency so they should all have 3 turn leaving to have my support with current stats
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Militia tech

Post by Endru1241 »

I'd also cross out horsemen from the list.
Mostly for flavour.
But higher speed in also much more dangerous.
Militia crossbowmen would probably need the same tech requirements as regular crossbowmen.

For balance though - all are dangerous.
Stratego specifically states to avoid 1 turn units and it's reasonable request.

Leaving without mercenary category would probably solve this.
Age of Strategy design leader
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: Militia tech

Post by DreJaDe »

Endru1241 wrote: Wed Aug 16, 2023 9:21 am I'd also cross out horsemen from the list.
Mostly for flavour.
But higher speed in also much more dangerous.
Militia crossbowmen would probably need the same tech requirements as regular crossbowmen.

For balance though - all are dangerous.
Stratego specifically states to avoid 1 turn units and it's reasonable request.

Leaving without mercenary category would probably solve this.
Then I guess leaving is fine.
Maybe 4-5?

Can "Leaving" be removed through triggers though?

Also don't get why the crossbowman needs the tech for archers. Can you even do that? Genuinely curious.
User avatar
v094517
Posts: 71
Joined: Fri Jun 23, 2023 1:09 am

Re: Militia tech

Post by v094517 »

Leaving can be removed by "Remove Obj Effect" trigger.
Post Reply

Return to “Techs”