Turath

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The Consul was the foremost man
To take in hand an axe; ...
-Lord Macaulay, Horatius

In game[edit | edit source]

Turath
Turath — Vital statistics

Powerful heavy axeman, trainable as a unique unit by Rasenna and Etruscans. Distinguished by its immensely powerful attack versus other infantry, especially infantry with more armour.

  • Strong versus unarmed units, siege weapons and missile units with low accuracy or rate of fire
  • Weak versus military units, especially heavy cavalry.
Prereq: Build time HP LOS Attack Attack speed Movement
speed
Upgrade of
31px Military
10s
(150t)
199 9 32 2.33s
(44t)
26
Greataxe wbi.png
Cost Created from Armour Weapon range Specialty
Base Ramp Pop
Food.jpg: 50;
Metal: 20
Food.jpg: 4;

Wealth: 4

1 Barraccks wbi.jpg 5 Melee
  • +1 splash damage
  • Deals more damage to siege weapons compared to regular Axemen.
Roundel teresh.png Roundel etruria.png

Overall strategy[edit | edit source]

The Turath (Etruscan, "strong one") is an Axial Age / Iron Age upgrade for the Rasenna / Etruscan Greataxe Infantry AND Light Axemen. It has marginally better stats than the Greataxe Infantryman (+2 DAM, +3 LOS, +5 MOVE) but in addition to its abilities, also replaces the Axeman and can be trained from a Barracks.

As a result, while expensive, this unit can be trained at more areas than just big cities (because you can forward build Barracks anywhere but not Warrior Halls). This means that in the late game, attacking the Rasenna or Etruscans with melee infantry is a bad idea, since they will have Macstrna on hand to give you a warm welcome, and their access to Hoplites also prevents the use of melee cavalry, so it is best to go after them, using archers or missile units, especially since the Macstrna’s armour is only slightly higher than that which the Greataxe Infantry which it replaces enjoys.