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Battering Ram

Combat: 1
Hits: 250
Speed: 1
Damage: 40 Crushing
Armor: 25
Resistance: 5
Resistant vs: Piercing
Vulnerable vs: Fire
View: 7
Attack Type: Ground units only

Size: Large
Alignment: Neutral
Race: Mechanical

Ability:
-10x damage vs buildings

Battering Rams are siege weapons.

FactionsEdit

Dark DwarvesEdit

Produced from: Siege Workshop
Requires: None
100 Gold 100 Metal
Build Time: 50
Setup Points: 3
Army Points: 4

Battering Rams are the most durable of all siege weapons, but not necessarily the most useful. Their speed couldn't be lower and their combat can off set their building razing capabilities due to the combat mismatch against the building, causing them to score a lot of misses. Also, not all towers will hit the Battering Ram against its higher armor rating or / and its special resistance, whereas the likes of the Catapult is equally as effective against all towers. Further more, Dark Dwarves have access to some amazing ranged siege weapons, dealing consistent high damage and from a safe distance. All this pretty much makes the Battering Ram obsolete for Dark Dwarves. However, they can be obtained as early as tier 2 whereas the ones that overshadow it arrive in tier 4. Now, figure a Battering Ram with decent speed and combat scores: any building should fall in about two attacks. This may happen with use of the lowest Chaos spells, and guess what? Chaos Magic is a skill any high-level Dark Dwarf hero may become proficient in.

Benefits from Weaponsmith, Armorer, Mithril, Siegecraft, Forge, and Spare Parts researches.

DwarvesEdit

Produced from: Foundry
Requires: College
100 Gold 100 Metal
Build Time: 50
Setup Points: 4
Army Points: 4

Battering Rams are the most durable of all siege weapons, but not necessarily the most useful. Their speed couldn't be lower and their combat can off set their building razing capabilities due to the combat mismatch against the building, causing them to score a lot of misses. Also, not all towers will hit the Battering Ram against its higher armor rating or / and its special resistance, whereas the likes of the Catapult is equally as effective against all towers.

Benefits from Weaponsmith, Armorer, Mithril, and Siegecraft researches.

EmpireEdit

Produced from: Blacksmith
Requires: Library
100 Gold 100 Metal
Build Time: 50
Setup Points: 4
Army Points: 4

Battering Rams are the most durable of all siege weapons, but not necessarily the most useful. Their speed couldn't be lower and their combat can off set their building razing capabilities due to the combat mismatch against the building, causing them to score a lot of misses. Also, not all towers will hit the Battering Ram against its higher armor rating or / and its special resistance, whereas the likes of the Catapult are equally as effective against all towers.

Benefits from Weaponsmith, and Armorer researches.

KnightsEdit

Produced from: Smithy
Requires: Order of the Ram research
100 Gold 100 Metal
Build Time: 50
Setup Points: 4
Army Points: 4

A slow and very tough siege weapon which is unusable in unit vs unit combat situations due to its incredibly low combat stat. The Battering Ram can only really be used to destroy buildings. Anything else will likely see it defeated. Unfortunately, a Combat mismatch with buildings prevents it from destroying them quickly either.

Benefits from Crusade, Armorer, Order of the Rose, and Order of the Dragon researches.

MinotaursEdit

Produced from: Ironworks
Requires: Rage of Sartek research
100 Gold 100 Metal
Build Time: 50
Setup Points: 4
Army Points: 4

Battering Rams are basic, slow siege weapons which can take a lot of damage before they are destroyed. Their terrible combat stat renders them useless in combat, but they are capable of leveling buildings (although it must be noted that having 1 combat vs buildings means it will often get misses against them as well, since buildings have a hidden combat stat for combat calculations).

Benefits from Training and Eagle Eye researches.

QuotesEdit

  • Ready: "Battering Ram! Rolling out!"

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