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  Units: Miscellaneous

 

Peasant

Created at: Town Hall
Hit points:
50
Time to Create: 400
Cold Steel Attack: 29
Armament: Assorted Weapons
Special Ability: Builds/repairs buildings, gathers resources
Cost: 100 Food
Upkeep: N/A
Value: 0.20

The Peasant is the most important unit, it doesn't matter which civilization you are. Being the only unit to gather all resources and build buildings, peasants are able to build nations. Without them, there is no way for a civilization to grow. If the nation's army is becoming weak, these cheap units that generally are incredibly numerous can strengthen the army. Their very high attack allows them to cut down stronger and more expensive units with ease. But if they aren't guarded by military units, they will be captured by the enemy. Peasants are what makes a nation great, and must be utilized to the best of their highly varied abilities.

 

Priest

Created at: Cathedral
Hit points:
100
Time to Create: 750
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Heals Units
Cost: 50 Food, 150 Gold
Upkeep: N/A
Value: 0.10

Pope

Created at: Cathedral
Hit points:
65
Time to Create: 750
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Heals Units
Cost: 50 Food, 150 Gold
Upkeep: N/A
Value: 0.10

Padre

Created at: Cathedral
Hit points:
100
Time to Create: 750
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Heals Units
Cost: 50 Food, 175 Gold
Upkeep: N/A
Value: 0.10

Mullah

Created at: Cathedral
Hit points:
75
Time to Create: 750
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Heals Units
Cost: 50 Food
Upkeep: N/A
Value: 0.10

Chaplains are only used for 1 purpose, to heal units that have been wounded. But that one ability can strengthen an army greatly. Instead of sending near dead units from a previous battle to fight again, a player can send the same units that have the strength of a unit that was just trained, all because the player utilized chaplains. Even during battle chaplains are useful. They can heal units while they are fighting, giving the units a much better chance of being the victor. Chaplains are specialists that can only do one thing, but that one thing can turn the tide in a game.

 

17th Century Officer / 18th Century Officer

Created at: 17th Century Barracks / 18th Century Barracks
Hit points:
150 / 150
Cold Steel Attack: 150 / 150
Armament: Pike / Pike
Special Ability: Organizes formations / Organizes formations
Cost: 200 Gold, 60 Food, 50 Iron / 225 Gold, 50 Food, 15 Iron
Upkeep: 12 Gold (ps. in mind / 1000 units / 62 Gold (ps in Mind / 1000 units))
Value: 0.10 / 0.10

Officers are an interesting unit. They are the most powerful land unit in the game, but they are rarely used directly in combat. Officers are mainly used to organise formations(along with drummers/bagpipers), and can order particular formations for units. Placing units in formations is highly useful, as the units get attack and defense bonuses when in certain formations. Officers are too expensive to be used as a unit, so they are used to organize formations, not risk dying in battles. If an officer in a formation is killed, the formation will be disbanded and the units will not fight as well.

 

17th Century Drummer / 18th Century Drummer

Created at: 17th Century Barracks / 18th Century Barracks
Hit points:
90 / 100
Cold Steel Attack: N/A / N/A
Armament: N/A / N/A
Special Ability: Organizes formations / Organizes formations
Cost: 50 Food / 50 Food
Upkeep: N/A / N/a
Value: 0.10 / 0.10

Drummers only have one ability, and that is to assist officers in organizing formations. They can resist a moderate amount of fire, though cannot return fire, as they are not armed with any weapons. If a drummer in a formation is killed, the formation will be disbanded and the units will not fight as well.

 

Bagpiper (England)

Created at: N/A
Hit points: N/A
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Organizes Formations
Cost: N/A
Upkeep: N/A
Value: 0.10

 

 

Ferry

Created at: Shipyard
Hit points: 62,000
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Transport units across water
Capacity: 80
Cost: 300 Wood, 50 Gold, 100 Iron
Upkeep: N/A
Value: 0.50

Ferries are only used when transporting units across bodies of water. They are very cheap and quick to build, but they are very slow moving. Their high hitpoints to help to counteract their slow moving speed, enabling ferries to endure fire from warships, though enough warships will sink them and their precious cargo. So a player should usually have a couple warships of their own to delay the enemy long enough to land his/her troops.

 

Boat

Created at: Shipyard
Hit points: N/A
Cold Steel Attack: N/A
Armament: N/A
Special Ability: Gathers Food
Capacity: 1000 Food
Cost: 50 Wood
Upkeep: N/A
Value: 0.10

Boats are only used to gather food from the sea. They do this much more quickly than peasants gather food from farms, but boats can only gather food. Boats also only cost 50 wood, which helps a growing economy get stronger. The high capacity and gather rate of boats gives a civilization that extensively builds boats an economical advantage. These units are weak and slow moving, so are prey for enemy ships. Boats are useful economically and give a player that uses them an advantage, but a player can survive without them.

 

 

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