MTW Handgunners
Handgunners | |
---|---|
Unit Type: | Gunpowder |
Combat Stats | |
Charge: | 1 |
Attack: | 1 |
Defence: | 3 |
Armour: | 4 |
Shield: | None |
Speed: | 6, 10, 11 |
Morale: | 4 |
Unit Costs | |
Recruitment: | 200 |
Faction Discount: | Italians |
Upkeep: | 30 |
Unit Restrictions | |
Eras: | High, Late |
Buildings Needed: | Gunsmith's Workshop |
Unit Card: |
Unit Description
Handgunners are available once the Gunpowder event occurs. The handgun has horrible accuracy and range, but units under fire will suffer morale penalties if they take casualties. The best use for handguns is to move the Handgunners around to the flank or rear of a pinned unit, and let them fire away. If set in three ranks, they will ripple fire, allowing a regular flow of inaccurate volleys instead of one big, loud, equally inaccurate blast.
The Handgunners are actually competent in melee combat, so when pinning an enemy unit is not an option, the Handgunners can be set up to fire one volley at an approaching unit and then charge it. The under fire morale hit combined with the charge may be enough to rout the unit quickly.
Missile Statistics
Missile Statistics - Weapon Type: Handgun | ||||||||||||||
Ammo | Range(meters) | Accuracy | Lethality | Power | Armour Modifier | Reload Time | ||||||||
10 | 40 | 0.05 | 4 | 4 | 0.015 | 30 |
As with all gunpowder units, the handgun is useless in rain. The handgun pretty much negates armour, so on the rare occasion that a gunner scores a hit it will most likely kill the victim.