Attendants Light Ship

Genpei_Naval_Inf_Light_Ship_Attendant Image

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

Recruitment Cost 150
Upkeep Cost 50
Marines 40 33%
Seamen 10 5%
Hull Strength 100 1%
Morale 12 24%

Strengths & Weaknesses

  • Small, fast-moving vessel.
  • Crew armed with bows and swords.
  • High morale.
  • Good range and accuracy.
  • Weak in boarding battles.

Abilities

  • Battle Speed - This increases a ship's rowing speed for a short period of time.
  • 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.
(Click here to learn more about unit abilities)

Requires

  • Buildings:

Description

These small, fast moving vessels are excellent for harassing an enemy fleet from a distance.

The crews of attendant light ships can bombard enemy vessels with arrows, and the ships have enough speed to extend the range and get out of the way of any counterattacks, should the need arise. The ships are also swift enough to menace any stragglers in an enemy fleet. They are not, however, all that much use in close-in, boarding fights. Their crews do not necessarily have the strength to launch successful attacks against other warships, or withstand a boarding attack for long. While they have high morale, the crew are not samurai, and cannot fight as well as samurai. A balanced fleet in any time of war requires lighter, smaller, handier ships to act as scouts and to escort the heavier warships. These small vessels should not be expected to do much of the work in battle, but they are necessary to keep the enemy off balance, to provide covering fire, and to hopefully lure the opposing admiral into doing something ill-advised, such as pursuing annoyances rather than keeping formation and concentrating on the large enemy ships.