MTW Turcopoles

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Turcopoles
Unit Type: Missile Cavalry
Combat Stats
Charge: 2
Attack: -1
Defence: 1
Armour: 3
Shield: Cavalry
Speed: 9, 24, 26
Morale: 0
Notes: +1 valour in Antioch
Dismounts to: Archers
Unit Costs
Recruitment: 300
Faction Discount: Holy Roman Empire
Upkeep: 40
Unit Restrictions
Factions: Catholics
Provinces: Antioch, Edessa, Syria, Tripoli
Buildings Needed: Horse Breeder
Unit Card: Turcopole.gif

Unit Description

Turcopoles are available to the Catholic factions from Antioch, Edessa, Syria, and Tripoli. This gives most Catholic factions a chance to use mounted archers in the Middle East that they would not normally have. Their speed can be used to harass infantry and cavalry alike, but they must be managed carefully since their low morale can cause them to rout easily in the course of standard mounted archer tactics. Use Turcopoles to lure individual enemy units away from the main body of their army. Once their arrows are expended, Turcopoles can be used to chase down routing units, but they cannot be relied on for much more than that. They carry the standard cavalry shield which protects them in melee and from missile weapons.


Turcopoles recruited in Antioch gain a +1 bonus to valour.


In siege battles, Turcopoles may be dismounted for Archers.

Missile Statistics

Missile Statistics - Weapon Type: Mounted Bow
Ammo Range(meters) Accuracy Lethality Power Armour Modifier Reload Time
28 100 0.55 0.68 1 1 4


The bow Turcopoles use does not have any armour piercing bonus, so firing on heavily armoured units will have minimal effect. They also fire on an arc, which means the shot takes a while to reach the target and can miss fast moving units altogether. Missile cavalry should never get involved in duels with infantry missiles. Mounted archers are less accurate, have fewer arrows per volley, and present a bigger target so they will take more casualties. Overall archer effectiveness will suffer in rainy weather.



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