Libyan Skirmishers


Class: missile · Category: infantry · Men per unit: 40
Description
These Libyan mercenaries are great skirmishers. They work well in rough terrain but are vulnerable if caught in the open by cavalry. These mercenaries are used to break up enemy units with a shower of javelins - a traditional weapon in Libya - as the battle lines close on each other. They cannot be expected to fight well in a melee however. They are generally similar to the peltasts of other nations: light infantry who carry javelins, swords and small shields (usually fashioned from hardened ostrich hide). They are mobile enough to stay out of trouble but are, as is so often the case with skirmishers, vulnerable when caught on open ground. They are best used in broken and wooded terrain, where they can hide and ambush enemy formations before the main battle is joined. They wear no armour, but inspire fear due to their shaved heads and body paint. Herodotus describes several styles unique to a particular Libyan tribe:
"Above the Nasamones, towards the south, in the district where the wild beasts abound, dwell the Garamantians, who avoid all society or intercourse with their fellow-men, have no weapon of war, and do not know how to defend themselves. These border the Nasamones on the south: westward along the sea-shore their neighbours are the Macea, who, by letting the locks about the crown of their head grow long, while they clip them close everywhere else, make their hair resemble a crest." Herodotus - The Histories, Book IV:172
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 40 | ███······· 30% |
| Attack | 11 | ███······· 34% |
| Charge bonus | 2 | █········· 11% |
| Defence | 13 | █········· 5% |
| · armour | 1 | █········· 0% |
| · defence skill | 12 | █········· 9% |
| · shield | 0 | █········· 0% |
| Morale | 6 | █········· 6% |
| Discipline | Low | |
| Training | Untrained | |
| Recruitment cost | 1,017 dn | █········· 4% |
| Upkeep per turn | 372 dn | █········· 12% |
| Turns to recruit | 2 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 11 | 4 | Charge bonus | 2 | 2 | Type | thrown · archery | melee · simple | Damage | piercing | piercing |
| Projectile | javelin | — | Range | 60 | — | Ammunition | 7 | — | Properties | Thrown | — |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 13 | — | Armour | 1 | — | Defence skill | 12 | — | Shield | 0 | — |
Condition and terrain
| Hit points | 1 | Ground: scrub / sand / forest / snow | 8 / 0 / 8 / 0 | Charge distance | 30 | Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / 2.5 s | Extra fatigue in hot climates | -2 | Collision mass per man (1.0 is normal) | 0.81 | Spacing between men: close / loose | 1.2 × 2.8 m / 2.16 × 5.04 m |
| Default ranks | 5 |
In battle: Very good stamina
Who can recruit it
A core roster unit for 2 factions, each able to raise it anywhere they hold the right building:
Any faction holding one of the provinces below can field it.
Exactly what a settlement must have, route by route (4)
| Building | Also requires | Building | Also requires | Building | Also requires | Building | Also requires |
|---|---|---|---|---|---|---|---|
| Any settlement | Garrison Building or Tier 1 Military Industrial Complex · Libyan area of recruitment · not Numidian area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | Indirect Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Direct Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Homeland | Garrison Building or Tier 1 Military Industrial Complex |
Areas of recruitment

| Zone | Provinces | ||||||
|---|---|---|---|---|---|---|---|
| Libyan | 15 |
