FERRVM·ET·FLVCTVS
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Early Access
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Mongolische Reitervölker

No. and abbreviation
173 · MRV
Class
Light cavalry (LER) Cavalry
Moral class
IC Irregular, class C
Mount
Needs one horse per man to raise
Realms
5

Irregular troops flee sooner in battle than regulars and are raised in larger cohorts.

Historical background

The Mongols only emerge in the High Middle Ages; for antiquity the name is an anachronism. In the game's period other horse peoples ruled the steppes of today's Mongolia, above all the Xiongnu, who built a steppe empire under Modu from about 209 BC, and later the Xianbei. Their horse archers pressed China for centuries.

Read more on Wikipedia ↗

Values per realm

Every realm that can raise this type has its own row for it.

Realm MK HG Rüpu EW SW Pla Hil Stp Sav For Des Swa Mtn FK RW Wt. MP
Empire of China IC 15 1 3 25 3 3 3 3 2 3 2 3 3 14 400 40
Great Scythian Empire IC 16 1 3 25 3 3 3 3 2 3 2 3 3 14 400 40
Hunnic Empire IC 23 1 3 25 3 3 3 3 2 3 2 3 3 14 400 40
Sogdian Principality IC 17 1 3 25 3 3 3 3 2 3 2 3 3 14 400 40
Wusun Empire IC 15 1 3 25 3 3 3 3 2 3 2 3 3 14 400 40

MK Moral class · HG Bounty per man · Rüpu Armour points per 25 men · EW Highest experience through training · SW Protection value · FK Ranged combat points · RW Range of ranged combat · Wt. Transport weight per man · MP Movement points · The eight columns in between are the melee points per terrain.

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