Attendants Large Ship

Genpei_Naval_Inf_Heavy_Ship_Attendant Image

Basic Unit Statistics (can be modified by difficulty level, arts, skills, traits and retainers)

Recruitment Cost 550
Upkeep Cost 175
Marines 80 66%
Seamen 20 10%
Hull Strength 400 4%
Morale 14 28%

Strengths & Weaknesses

  • Large-sized, average speed vessel.
  • Crew armed with bows and swords.
  • Very high morale.
  • Good range and accuracy.
  • Very strong in boarding battles.

Abilities

  • Flaming Arrows - This unit can fire flaming arrows for a short period of time. Flaming arrows have a greater damage effect and can set fire to flammable objects. Flaming arrows don't function in wet weather.
  • Warcry - Warcry heavily demoralises up to seven nearby enemy units, slowing them down and affecting their defence ability for a short time.
(Click here to learn more about unit abilities)

Requires

  • Buildings:

Description

These large and powerful vessels are powerful all-round weapons for any sea-going general.

Able to attack at range with arrow fire, and by boarding, attendant heavy ships are an extremely useful part of any balanced fleet. Like many Japanese vessels, they are intended to use boarding actions to defeat the enemy, with on-board soldiers swarming over the enemy decks. Given the soldiers' high morale, this is a valid stratagem, and one that regularly wins battles. So, these powerful vessels and their crews are almost capable of taking on anything else afloat: almost, but not quite. Against well-handled large ships with samurai aboard, they will generally get the worst of any fight. Apart from that, they should be a terror to anything else afloat. No general of the Gempei period wasted much time with considerations of wind and wave. He knew that the way to victory lay in putting his vessels alongside the enemy as quickly as possible and turning the affair into a floating land battle. The better commanders did recognise that there was a good deal of sense in trying to isolate and attack individual squadrons within enemy fleets, gaining local superiority before moving on to fresh victims. The poorer commanders just let their men have their heads and go into battle pell-mell, trusting to swordsmanship and honour to carry the day.