Results 1 to 20 of 20

Thread: Gunpowder units

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Ambiguous Member Byzantine Prince's Avatar
    Join Date
    Oct 2003
    Location
    Canada
    Posts
    4,334

    Default Gunpowder units

    Ok how do you effectively use gunpowder units. I know that they are suposed to be on the frontlines but what are they suposed to do once the hand-to-hand fighting has comenced?

  2. #2
    Humbled Father Member Duke of Gloucester's Avatar
    Join Date
    Apr 2004
    Location
    England
    Posts
    730

    Default Re: Gunpowder units

    They are cheap, expendable, and have some armour. I use them to assault castles - nothing else.

    I would be interested to hear what more expert posters have to say.
    We all learn from experience. Unfortunately we don't all learn as much as we should.

  3. #3
    Ambiguous Member Byzantine Prince's Avatar
    Join Date
    Oct 2003
    Location
    Canada
    Posts
    4,334

    Default Re: Gunpowder units

    I didn't mean cannons. I meant handgun units.

    I too am interested in what the experts have to say.

  4. #4
    Member Member Procrustes's Avatar
    Join Date
    Aug 2004
    Location
    Upstate
    Posts
    427

    Default Re: Gunpowder units

    Well, I'm not an expert but I've found that the regular handgunners aren't bad if you use them kinda like javelins that can fight. Don't put them in your front line - keep them in your second line or on the flanks. When your main line engages, try to run your handgunners around the flanks or back and get off a volley or two. When things get messy then charge your handgunners into the enemy - they have the stats to fight. Note that they have a short range and slow reload rate, so don't expect to be able to stand there and deliver volley-after volley, and never expect them to halt a charge - you'll be lucky if they get off one volley.

    Couple of cautions: (1) If it's raining then your handgunners can't fire - makes using them on defense a bit of a gamble. (2) There is some muslim handgunner unit (Mamluk gunners?) that I've only bought as mercs, and they stink - stay away from them, they have no melee capabilities to speak of. (3) I don't really like the arquebus units. The gun is a little more effect than the handguns, but not a lot - and they have crappy melee - you'll get more use out of a good unit of arbelasts.

    Oh - almost forgot - imo skirmish doesn't work very well with any missile unit that has a short range; you need to take your handgunners off of "fire at will" and skirmish and micromanage them a bit.

    Hope this helps a bit. I'll be interested in what others have to offer, too.

    Best wishes,

  5. #5

    Default Re: Gunpowder units

    Gunpowder units arent very useful but remember in this period primitive muskets were highly inaccurate, dangerous to the user and have a shocking rate of fire, so its accurate to history that they are quite literally more miss than hit.

    Notice that guns (have aside from other disadvantages to archers) are unable to fire over lines of troops, this means that whereas archers can be placed behind your infantry to fire over them at the charging enemy, guns cant and will kill your own men instead.

    They are superior when firing upon armoured troops, however for the time it takes for one shot volley from arquebuisers (sp?) to be fired 3 4 or even 5 volleys from archers can be fired (im not sure on the ratio) however gunpowder troops are vastly superior in melee, arquebuisers for example have very good armour and can easily hold their own for long periods of time as can arbalesters. Handgunners I think are absolutely useless, aside from using them as cannon fodder when assaulting castles and on some bridge battles where they can fire from the side.

    One good thing about arbs which I dont think actually use gunpowder but are in the same class seperate from archers is their range, placed ontop of a hill they can fire volleys into specific targets causing much damage for example having 3 units of arbalesters concentrate fire on one enemy unit namely the enemy generals unit can kill him from a great distance.

    Overall archers are vastly superior I suppose gunpowder causes fear but they are inconsistant and I have very few examples of gunpowder playing a pivotal role in any battle ive used them in.

  6. #6
    Philologist Senior Member ajaxfetish's Avatar
    Join Date
    Feb 2005
    Location
    Indiana
    Posts
    2,132

    Default Re: Gunpowder units

    Arbalests definitely aren't guns, rather they're the highest quality crossbows, having the slowest rate of fire, but the greatest range and power. One great advantage that they have over guns and even other archers is that they can fight just as effectively in the rain. This is because they employ a steel string that doesn't get soggy like other bowstrings or gunpowder.

    "I do not yet know how chivalry will fare in these calamitous times of ours." --- Don Quixote
    "I have no words, my voice is in my sword." --- Shakespeare
    "I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." --- Jack Handey

  7. #7
    Aspiring Historian Member sephirothno12000's Avatar
    Join Date
    Apr 2005
    Location
    U.S.
    Posts
    49

    Default Re: Gunpowder units

    I realize that they are not gunpowder units...but...HOW DO I OBTAIN NAPTHA THROWERS AS THE GERMANS?!
    "One must look to the past, in order to define the future" Confucius

  8. #8
    Aspiring Historian Member sephirothno12000's Avatar
    Join Date
    Apr 2005
    Location
    U.S.
    Posts
    49

    Default Re: Gunpowder units

    email me at sephirothno12000@yahoo.com, if you have an answer,please...It would be very much appreciated.
    "One must look to the past, in order to define the future" Confucius

  9. #9
    Chief Sniffer Senior Member ichi's Avatar
    Join Date
    Jan 2003
    Posts
    3,132

    Default Re: Gunpowder units

    You'll have to mod the game to allow Germans to have Naptha Throwers, bribe a unit, or buy one as mercenaries.

    For info on modding, check out the MTW Modifications Forum.

    To bribe, drop an emissary on 'em.

    To get a good chance to buy as mercs, capture some provinces in the area around Rum and build inns but don't upgrade the castles.

    ichi
    Stay Calm, Be Alert, Think Clearly, Act Decisively

    CoH

  10. #10
    Aspiring Historian Member sephirothno12000's Avatar
    Join Date
    Apr 2005
    Location
    U.S.
    Posts
    49

    Default Re: Gunpowder units

    k...this sounds like a newb ?, but...how exactly do i mod it?
    "One must look to the past, in order to define the future" Confucius

  11. #11
    Aspiring Historian Member sephirothno12000's Avatar
    Join Date
    Apr 2005
    Location
    U.S.
    Posts
    49

    Default Re: Gunpowder units

    nm...i didn't see the info on moding...thanks
    "One must look to the past, in order to define the future" Confucius

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO