MTW Peasants
Peasants | |
---|---|
Unit Type: | Peasants/Militia |
Combat Stats | |
Charge: | 4 |
Attack: | -2 |
Defence: | -4 |
Armour: | 1 |
Shield: | None |
Speed: | 6, 10, 11 |
Morale: | -2 |
Notes: | +1 valour in Provence |
Unit Costs | |
Recruitment: | 50 |
Upkeep: | 37 |
Unit Restrictions | |
Factions: | Catholic, Orthodox, Pagan |
Buildings Needed: | Fort |
Unit Card: | ![]() |
Unit Description
Peasants (along with their counterparts, Muslim Peasants) are the most worthless unit in the campaign. Their low attack, defense, and morale mean they will die and run very quickly, possibly breaking other friendly units in the process. Their only redeeming use is as garrison troops, since 100 Peasants work just as well as 100 troops of any other type when determining provincial happiness.
One big problem with Peasants is that some AI factions tend to build lots of them due to their cheap cost. This hurts the AI's capability in combat and can detract from the game. Since it's not very realistic to have Peasants as garrison troops anyway, many players mod Peasants so they are not trainable, only available in uprisings and reemergences. It is generally agreed that this makes for a better campaign.
Just to illustrate their uselessness: another good use for Peasants is to use the unit leader as training for Assassins and Inquisitors.