Unit Challenges

Namkhan Archers (Tier 3, ranged)
Strength 32 / Maximum level 16 / Leadership 180

Namkhan roughly translates as “commoner” or “peasant” Traits:


 * Light archers with a relatively low base attack.
 * Firing can inflict bleeding on enemies and deal real damage.


 * Veterancy Points can make the bleed effect stronger.
 * Full stacks of bleed inflict heavy damage.



Khorchins (Tier 3, ranged)
A “khorchin” relates to an arrow quiver.

Traits


 * These archers feature weak health and defence but strong attack and attack speed.
 * Can fire somewhat accurately while moving.
 * Can switch to bodkin arrowheads that increase armour penetration but lower attack speed.



' Selemchid Cavalry (Tier 3, mounted)'
Selemchid means “swordsmen” in Mongolian.

Traits


 * This unit has high attack and is capable in sustained melee combat.
 * Charge has a short cooldown, enabling lots of movement across the battlefield.
 * Health is exceptional but defence is weak and this unit has a hard time dealing with arrow attacks.



' Tseregs (Tier 4, melee)'
“Tsereg” is Mongolian for “soldier” or “warrior”.

Traits


 * This unit has high health and damage but low defence.
 * Can use Swift Blades and Wolf Blades.
 * Sabre Dance: Quick attack speed. Can attack two targets.
 * Wolf Blades: Attacks can pierce armour and inflict bleeding.



' Khevtuul Cavalry (Tier 4, mounted)'
The Khevtuuls were the nighttime bodyguards of the emperor, counterparts to the Kheshigs.


 * Traits
 * This heavily-armoured unit has relatively low attack and movement speed.
 * Can charge when wielding sabers.
 * Can fire while charging when arrows are equipped. Launches a rain of arrows while riding in a charge formation.



' Kheshigs (Tier 5, mounted)'
Kheshigs were the daytime bodyguards to the Great Khan, a counterpart to the Khevtuuls

Traits


 * Attacks with two sabers.
 * Heavy blade riders with high attack and long charge cooldowns.
 * Can launches a flurry of skills. The blades slash alternately, with explosive melee damage.
 * Immune to control effects. Has high melee defence and low ranged defence.
 * When charging, upon reaching a destination, can charge again toward a hero and inflict 50% damage.