Not.Bad
Chieftain
Joh said:Re cavalry and musketeers:
Musketeers make a good escort for cavalry. They are cheap, and so can bulk up the force, and move as fast as the cavalry. They also are good for protection against pikemen. They heal much faster too, so are good for taking out weak troops that would go down, but hurt your cavalry in the process. What you can do is build a force of musketeers, go on a pillaging spree, and as soon as you get cavalry bring them in for a knockout punch. You can't go on a pillaging spree with grenadiers which is why I like the musketeer/cavalry combo. Even if you can't take a city with musketeers you can do alot of damage because they're fast and so keep the enemy down so they can't get to riflemen.
You can of course just do the macemen thing but then you may as well be playing japan. The knockout unit for france is still grenadiers/cavalry, the musketeers just provide a dangerous pillaging unit that is a threat to smaller cities. Which is why I said this strategy is about a pillaging rush. The only medieval unit that can touch them are knights, so grab msuketeers o nthe way to cavalry, and isntead of wiating for cavalry or grandiers to attack, charge at their resources and smaller cities with the unique unit.
Re longbows:
Musketeers will beat fortified longbows unless those longbows are in a city on a hill. The key here is promotions. With agressive, barracks, and vassalage and theocracy, you will have level 3 straight away, and only 1 combat away from level 4. A musketeer with combat 1, 2 and cover, will get a +45% bonus against a longbowman, or strength 13 in other words. This is more than twice the longbow's base strength so you can see how the longbow will need to use a hill or some fancy promotions to beat the musketeer. Even if you go all general and take combat 3, you still have a strength of 12.
So, the moral of the story is, give your musketeers combat 1, 2, and then save the third promtion for just before you fight. You might need to promote them to cover, shock or whatever based on what you come across.
This is false, as someone kindly pointed out to me when I was trying to justify Conquistadors. The bonuses just cancel eachother out e.g. If two swordsman attack eachother, both with combat 1, it won't be 6.6 v.s. 6.6, it will be 6 v.s. 6. The combat 1's cancel each other out.
So the math actually works out like so:
Longbowman in a city with say 20% cultural bonus and city garrison 1.
6 Base attack
20% Cultural
25% Natural City Defence
20% City Garrison
1 First Strike
v.s.
Musketeer with combat 1, 2 and Cover.
9 Base attack
10% Combat 1
10% Combat 2
25% Cover
We are left with 6 x 20% for the lonbowman which is 7.2 v.s the Musketeers 9. The odds are not that good at all considering that doesn't factor in the first strike chance and that you can have 3 longbowman for every 2 Musketeers cost wise.
That's attacking in ideal circumstances, and ignoring things like higher cultural cities (easily 60% at that time), garrison 2 promotions, on a hill etc.
The musketeers rush, I am convinced just doesn't work out. They make great pillagers and defenders for knights, that's it. Taking cities with them just isn't cost effective unless you take catapults, which defeats the purpose of having musketeers speed bonus all together. Certainly not worth the aggressive pursual.
I'm not talking wind here either, I've tried it, mostly on Monarch and while you do get a small window, the pay off is not worth it. Difficulties higher then this and you find the A.I's have gunpowder before you know it. Heck even the pillaging scheme, probably only works out because the AI is too stupid to handle it, because mathematically, knights beat musketeers, for a similar cost, but arrive earlier, which in A.I. terms means they've already cash uggraded all their chariots and horse archers already.