
Snekkja Longship - Mercenary Vandal Light Marauders
These small, swift vessels are the ideal tool for raiding.Fighting effectively at sea takes skill, courage, and sea-legs in abundance.
Snekkja are thought to be the smallest of all the Viking warships, carrying a relatively small crew of 41 men. The design of these ships varied slightly depending on the location of its construction; for example, the Norwegian design was better suited to Atlantic weather conditions and deep fjords, meaning it had more draft than its Danish counterparts, designed for shallow coastal waters and beaches. These lighter ships, so light that it is thought they could be carried short distances over-land between waterways, were the most common design of longship, often appearing in the Viking histories. It was reported that the great King Cnut even used 1200 of them to assert his claim over Norway in AD1028.
(Mercenary Vandal Light Marauders)
Naval warfare in the ancient world was just another way for infantry to fight one another. The earliest documented naval battles are those of ancient China, 'grapple and hook' battles where boarding operations and close-quarters combat decided the victor. During the Second Punic War, Rome famously broke Carthage's mastery of the waves by creating the 'corvus' - a bridge that allowed its soldiers to board and fight. The distinction, then, in antiquity, between fighting on land and at sea was small, yet chiefly a matter of 'sea legs' - maintaining balance whilst toppling your opponent.
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Unit Name Snekkja Longship - Mercenary Vandal Light Marauders |
Main Unit Key att_shp_merc_van_light_marauders_lon_light |
Land Unit Key att_merc_mar_ger_vandal_light_marauders |
Naval Unit Key att_lon_light_mel_ger |
Soldiers 64 |
Category Light Ship |
Class Melee Ship |
Custom Battle Cost 275 |
Recruitment Cost 210 |
Upkeep Cost 190 |
Missile Damage 90 |
├ Missile Weapon att_javelin_precursor |
├ Projectile att_javelin_precursor_normal |
├ Missile Damage 70 |
├ Missile Ap Damage 20 |
└ Base Reload Time 14 |
Accuracy 0 |
Range 80 |
Reload 5 |
Rate of Fire 5 |
Ammunition 1 |
Hull Strength 1800 |
└ Ship att_shp_light_longship_melee |
Speed 7 |
Melee Attack 25 |
Melee Damage 32 |
├ Melee Weapon att_spear |
├ Melee Base Damage 24 |
├ Armour-piercing Damage 8 |
├ Armour Piercing No |
├ Attack Against Cavalry 20 |
├ Attack Against Elephants 20 |
└ Attack Against Infantry 0 |
Charge Bonus 10 |
Melee Defence 45 |
├ Base Defence 30 |
├ Shield att_round |
└ Shield Defence 15 |
Armour 25 |
├ Armour att_leather |
├ Armour Defence 10 |
└ Shield Armour 15 |
Health 118 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 28 |
Morale 34 |
Abilities
Mercenary Vandal Light Marauders- Douse Fire
Sacrifice your ship's mobility for a short time to focus effort on putting out the blaze. - Use the Whip
Improved defence and fatigue resistance for a short time at the cost of overexertion.
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Scare (everyone)
This unit frightens all enemy units. - Immune to Fear
This unit is immune to the fear effects of scary units.
Strengths & Weaknesses
No Strengths and Weaknesses
Grand Campaign Mercenaries Pool
Mercenaries Pool | |||||||
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No. | Pool | Province | Region | Initial Unit Count | Chance To Replenish | Max Replenish Per Turn | Max Count |
1 | att_merc_all_province_longship | Aquitania |
Avaricum Burdigala Elusa |
1 | 0.025 | 1 | 1 |
2 | att_merc_all_province_longship | Britannia Inferior |
Eboracum Lindum Segontium |
1 | 0.025 | 1 | 1 |
3 | att_merc_all_province_longship | Frisia |
Angulus Flevum Tulifurdum |
1 | 0.025 | 1 | 1 |
4 | att_merc_all_province_longship | Gothiscandza |
Ascaucalis Gothiscandza Rugion |
1 | 0.025 | 1 | 1 |














































































































































































