Description
Sarmatian Roxolani lancers are the horse archer killers. While enemy horse archers are busy skirmishing with the enemy, these lancers will charge through their lines and kill as many as possible. They aren't as armoured as their noble compatriots, as the nobles have more money to spend on armour, but they get the job done. Having them go against Cataphracts isn't advised as they would lose handily. Going against horse archers, or light infantry is their natural role and in this role they excel.
Stats
| | Rank in roster |
|---|
| Men per unit | 32 | ██········ 23% |
| Attack | 13 | ██████···· 57% |
| Charge bonus | 22 | ████████·· 77% |
| Defence | 23 | ███······· 25% |
| · armour | 8 | █████····· 47% |
| · defence skill | 14 | ██········ 18% |
| · shield | 1 | ██········ 24% |
| Morale | 13 | ███████··· 70% |
| Discipline | Impetuous (may charge without orders) | |
| Training | Trained | |
| Recruitment cost | 2,526 dn | ███████··· 71% |
| Upkeep per turn | 966 dn | █████████· 86% |
| Turns to recruit | 3 | |
Weapons
| Primary | Secondary | | Primary | Secondary | | Primary | Secondary | | Primary | Secondary |
|---|
| Attack | 13 | 11 | Charge bonus | 22 | 29 | Type | missile · archery | melee · blade | Damage | piercing | piercing |
| Projectile | arrow | — | Range | 170 | — | Ammunition | 30 | — | | | |
Defence
| Primary | Secondary | | Primary | Secondary | | Primary | Secondary | | Primary | Secondary |
|---|
| Total | 23 | — | Armour | 8 | — | Defence skill | 14 | — | Shield | 1 | — |
Condition and terrain
| | | | | | | |
|---|
| Hit points | 1 | Mount | medium horse | Ground: scrub / sand / forest / snow | -2 / -1 / -5 / -1 | Charge distance | 40 |
| Formations | Square | | | | | | |
Technical stats
| | | | | | | |
|---|
| Time between blows (primary / secondary) | 2.5 s / 2.5 s | Extra fatigue in hot climates | 2 | Spacing between men: close / loose | 2 × 4.8 m / 3.6 × 6.72 m | Default ranks | 5 |
In battle: Can form Cantabrian circle · Very good stamina
Who can recruit it
A core roster unit for 4 factions, each able to raise it anywhere they hold the right building:
Arshi · Chorasmia · Kucha · Saka
Exactly what a settlement must have, route by route (3)