Turma
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| |||
| Turma | |||
|---|---|---|---|
| Civilization | Atlanteans | ||
| Age/God | Classical Age | ||
| Unit Type | Archer | ||
| Cost | 50 Wood 45 Gold | ||
| Population | 3 | ||
| Attack | Hack | Pierce | Crush |
| - | 4 | - | |
| Range | 12 meters | ||
| Hit Points | 80 | ||
| Armour | Hack | Pierce | Crush |
| 5% | 30% | 80% | |
| Speed | 5 meters/second | ||
| Line of Sight | 18 meters | ||
| Train at | Counter-Barracks | ||
| Train Time | 14 seconds | ||
The Turma is a cavalry archer available in the Classical Age. They are only good against other archers. It is similar to the Egyptian Slinger, but are faster and more mobile. Turma can defeat most archer units easily. They also have a small bonus against Throwing Axemen. However they have low hack armor and attack so can be countered by any non-archer unit, especially cavalry. In the Classical Age they are important as they are the only way for the Atlanteans to counter archers in that age. Unlike the Norse and Greeks they cannot train cavalry until the Heroic Age, thus Turma fulfill the anti-archer role for the Classical Age but are essentially obsolete or relegated to a support role by the Heroic Age.
Overview
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The swift, front-armored Atlantean Turma is exceptionally good against archer such as the Toxotes and Arcus, but is weak against all other units.
The training of the Atlantean Turma was very focues and dangerous requiring years to prefect. Both horse and rider had to be athletic, tough, and fast. A veteran Turma could kill a bird in flight with a well-aimed javelin throw. The horses, descended from wild Atlantean stock, were no less exceptional. These horses were so prized that capturing even one from the Atlanteans in battle was considered great good fortune - even if the battle was lost. Many great bloodlines were founded in other regions by such captured Atlantean stock.
