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Thread: Arquebuseurs or Handgunners

  1. #1
    Member Member SirGrotius's Avatar
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    Arquebusuers or Handgunners, which one do you find more effective? I'm a bit confused because according to the strategy guide the Handgunner seems more powerful (in terms of stats), and its only drawback appears to be that it is more prone to exploding on its user; however, it is available earlier on the technology tree. Personally, I have gotten a lot more use out of my handgunners (and I haven't had any accidents&#33 than with my arqs (though they seem to have better range). I checked the TC on this one but didn't find it adequate.
    "No Plan survives Contact with the Enemy."

  2. #2
    Member Member Kongamato's Avatar
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    Handgunners are better in melee. Arquebusiers are better shots, but neither are effective as ranged units. With Handgunners, you can fire a volley, get the Afraid of guns or Artillery morale penalty on the enemy, and then use their melee to help in the fight.
    "Never in physical action had I discovered the chilling satisfaction of words. Never in words had I experienced the hot darkness of action. Somewhere there must be a higher principle which reconciles art and action. That principle, it occurred to me, was death." -Yukio Mishima

  3. #3
    Humanist Senior Member A.Saturnus's Avatar
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    I agree with Kongamato, Handgunners are better. They are skirmishers and you have to be very close to inflict damage with guns anyway. Arqs can still be usefull when placed on a hill. You can inflict morale damage to weaker units what can cause a chain-rout. Args are also a bit cheaper.

  4. #4
    Member Member Kensai Achilles's Avatar
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    Hi there

    Gunners rarely explode though they may accidentally do friendly fire, and yeah they can fight too. For melee and morale reasons gunners are better. For your own reference, try making your own simulation games to compare units stats that u want to find out. Make a custom battle and bring the units u want to test, then hit F1 to see stats comparison. U may visit www.totalwarassembly.com as well to do unit stats comparison (the site is down at the moment).

    Now the fun part . Try placing gunners in the front line on hold with arqs behind them then arbs/archers on the next row (put arbs/archers on the first row when the enemy is still far). Don't panic just put them all on hold and watch, AI troops might route nicely. Don't stop chasing them after they are routed, this willl create a mass chain route. Some cavalry support can help too. Be sure u have decent general to lead them on though. If that doesn't work for u then try using melee units as the first line.

    This is something I picked up from Multi player games in Elmo's game. Wish I knew this in my early Single Player games. I didn't use gunners at all back then since the guide says it can explode. BTW this tactic is one of my excuse of getting more ice cream while playing MTW SP games Enjoy the show.



    Luck Often Comes if Courage Holds

  5. #5
    Member Member Michael the Great's Avatar
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    Wait a minute..
    I thought arqs/handgunners did somethin special while put on hold position-like firing up until the enemy was VERY close,then running back.
    Io,Mihai-Voda,din mila lui Dumnezeu,domn al Tarii Romanesti,Tarii Ardealului si a toata tara Moldovei.

  6. #6
    Member Member Kensai Achilles's Avatar
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    *making a voice like Krasturak's* : Don't Run Fight Cut Heads Off Gaah.



    Luck Often Comes if Courage Holds

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