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Musketman UU

Leader_H

Chieftain
Joined
Sep 16, 2007
Messages
34
they seemed to be very attractive but short living (in quick online games) and comes rather late... but are they powerful or not.


so far the French Musketeer got crazy movement, Ethiopian got first strikes, and ottomans got some bonus against other units...
 
Musketeers are the worst of the three, in my opinion - though they make very worthwhile support units, popping in as effective attackers and defenders in a pinch. What they should really do is give them the movement upgrade, rather than just have it an inherent.

Oromo Warriors and Mehmed's +25% guys are both very powerful units. Mehmed's guys are basically grenadiers against any pre-gunpowder units, and the Oromo warriors are just powerful with those free first strikes. Great units, as long as you don't get them too late.
 
I think musketman are only worth having if you can cause city revolts - Otherwise, they're useless.
 
cannot have city raider promotions?....dunno, that way knights are useless too though.


but, are musketman UU worth to beeline?. anyone tried it.

Even with CR promotions, won't a majority of attacks be made with ample siege support taking out defenses and softening up units? At least, by the time you're getting gunpowder, that is. Heck, I just waged a war on Immortal using nothing but protective longbowmen and Hwachas - you don't need CR promotions to be very effective in warfare - they just help.

Anyways, I'll often beeline Mehmed's UU. It's basically a grenadier VS any pre-gunpowder unit, or damned close to it... Prior to any upgrades it hits like a CR2 macemen against archers, melee, and mounted. Add in a few combat or drill upgrades and they're beastly on the field, and very, very close to macemen in city attacking power, while being the best defender of the period. Jannisaries (I really can't remember how they're spelled) are well worth beelining - very dominant units before other people have muskets themselves.
 
Janissaries are only worth it if you beeline hard for Gunpowder; while the AI tends to keep Longbowmen around for a fairly long time they don't have much over regular musketmen in the long run (and regular musketmen are patently unexciting).

Musketeers are good fast-response units for protecting your own territory, and excellent pillagers. their advantages are wasted in regular frontline troops but they definitely have their uses.

Oromo Warriors are the best of the lot, and a definite asset. With their ridiculous number or first strikes, they are excellent cleanup troops. Rifles should be mostly ignored with Ethiopia (given that the age of the rifle usually marks the time when I try to take over the world, that's saying something); beeline to cannons instead and use Oromos until you get Infantry.
 
it seemed ottomans are really good if they got that UU earlier than the other civs, at least they gain battlefield initiative..


and only musketmans could counter them :eek:...
 
It depends on your warfare style. Musketeers are excelling when you are in a 'war of production', where you need to have a standing army quick. They are terribly powerful defenders as well because they are so mobile. Tokugawa of France is not a bad thing.

Mehmed should just beeline for his janissaries. Why? Because the opponent will have no counter before getting gunpowder himself. Stack 7 Jans and 4 Trebs together instead of 9 maces and the trebs, that's enough to capture a city - Crossbowmen and Knightscounter Macemen, but not Jans.

The Oromo warriors are just small toys. WHenever not facing knights, they are hilariously funny to fare war with. They can very quickly get Drill IV, and stacked with Pikes they are good at holding the line (They aren't the best city raiders though)
 
so musketeer with +hills moving promotion = 4 moves in hills??? wth? that must be crazy!...someone might only got warriors down there :p...
 
I like the ormo's but rarely use them as musket men, I get them, build loads, and then beeline rifling, while stacking up some cash. When they are upgraded to riflemen and you are still facing longbows and maces, or the occasional musketman if you were a bit slow, they not only kick arse but take little damage doing so due to the first strikes so they can move from city to city with barely a breather to heal, combined with a great general unit with all the healing upgrades you can take multiple cities before the AI even has time to build the extra defenders they need. This is possible on Monarch anyway..
 
I agree with the desire to drop defenses with spies when using musketeers and knights as a dedicated strike force. Ideally you can lure their SoD to your territory or otherwise use your catapults and/or trebs to take out their stack but after that sending a strike force of musketeers and knights is really fun. You want to focus on denying metal so they can't build pikes (or be ahead of them in technology) but it makes for a very quick war with a similar level or WW when compared to a traditional land assault. Without the musketeers you are forced to leave knights as city defenders after you move on but I would much prefer to leave muskets, and you reinforcements arrive a lot more quickly as well.
 
drill IV oromos are absolutely amazing! nuff said.

never really played with janissaries or musketeers, so i cant comment.
 
Janissaries and Oromo Warriors are even better than their numbers indicate. In addition to basically having strength 11.25 (Grenadiers are 12) vs. pre gunpowder units, Janissaries ignore defense from city walls and castles. Also, you only need to build catapults and Janissaries. No need to make pointless stack protecting units, which means all of your production goes to units that can brutally mangle enemy defenders.
 
I love the Oromo Warriors because their specal ability (Free Drill) will stay with them when they become Rifles. So my tactic is research and build them early for upgrading to Rifles

The Janissarie is also a good UU because they make enemy pre-Gunpowder units obsolete. So my tactic is also to build them early and plan a war or two around them pre opponents getting Rifles.
 
They used to be useless before bts, but now the grenadiers have been pushed one tech further and they grant ground for them
 
Musketeer: Use it just as Knight - they're cheaper knight but can receive defense bonus and be trained without iron or horse.

Janissarie: Uber unit in the Mediveal Age. With 5 exp or less, it can raid a city better than a CR Maceman.

Oromo Warrior: Good to spam with barracks + vassalage or theocrasy and then upgrade them to Rifles ( with Drill IV :lol: ). And they're even stronger than Janissaries (expect against someone with immune first strike)!
 
Oromo Warrior: Good to spam with barracks + vassalage or theocrasy and then upgrade them to Rifles ( with Drill IV :lol: ). And they're even stronger than Janissaries (expect against someone with immune first strike)!


lol all mounted units immune to first strike :(

as well as Machine guns...
 
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