

Kurdish Archers
Kurdish archers are held in high regard, especially by their enemies.The origins of the Kurds are oft-speculated. One tale suggests they are the children of the Djinn, seraphic servants of King Solomon who remained on earth after their lord's death. Another legend states that the Kurds were founded by Melik Kurdim, a follower of Noah, after the biblical flood. Whatever their origins, the Kurds were first noted as mercenary slingers for the Seleucid Empire and Parthia. They are not referred to as 'Kurds', however, until the time of the Sassanids, when the founder of the empire, Ardashir, battled the Kurds and their leader, Madig. Their loyalty was fluid; they provided military support for both Eastern Rome and the Sassanids throughout antiquity, depending on which power was in overall control of their homelands at the time.
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Unit Name Kurdish Archers |
Main Unit Key att_est_kurdish_archers |
Land Unit Key att_est_kurdish_archers |
Naval Unit Key att_cor_heavy_rom |
Soldiers 160 |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 625 |
Recruitment Cost 625 |
Upkeep Cost 340 |
Missile Damage 49 |
├ Missile Weapon att_bow_composite |
├ Projectile att_arrow_composite_normal |
├ Missile Damage 37 |
├ Missile Ap Damage 12 |
└ Base Reload Time 17 |
Accuracy 0 |
Range 150 |
Reload 50 |
Rate of Fire 7 |
Ammunition 17 |
Melee Attack 26 |
Melee Damage 40 |
├ Melee Weapon att_sword |
├ Melee Base Damage 36 |
├ Armour-piercing Damage 4 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 0 |
Charge Bonus 7 |
Melee Defence 37 |
├ Base Defence 7 |
├ Shield att_round_small |
└ Shield Defence 30 |
Armour 28 |
├ Armour att_mail |
├ Armour Defence 23 |
└ Shield Armour 5 |
Health 99 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 9 |
Morale 43 |
Abilities
Kurdish Archers- Precision Shot
Improved missile weapon damage for an extended period. These values are further modified by the unit itself. - Rapid Advance
Improved unit movement speed over an extended period.
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
No Strengths and Weaknesses
Recuitment Requirement | |
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Required Technology ![]() ![]() | |
Required Technology ![]() ![]() | |
Requires Buildings | |
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Militia Compound
(att_bld_eastern_sassanid_military_minor_4) Level 3 |
Faction Availability | |
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Grand Campaign | |
The Last Roman |