On Musketeers

Munch

Benevolent Despot
Joined
May 25, 2006
Messages
2,081
Hi, I did a search but didn't find any threads about musketeer promos; tactics yes, promos not so much. In the threads I did find people seem to agree that the best ways to utilise musketeers are in conjunction with spies and as resilient pillagers. The window in which musketeers (and musketmen of course) are available seems a bit short, but I don't think that's a significant problem if you get to gunpowder early and already have an army of maces and trebs that your muskets can catch up.

I'm playing Emperor (and doing well at it for once) and have tried out a few promotion combinations that seem to work well. For pillaging try double hill defence (for tearing up enemy mines extra quick, and being nearly invincible as you do it), and to a lesser extent double forest defence (very fast units that can strike at strategic resources through forest unexpectedly). Other than that, the combat line is good for general musketeer troops, particularly if followed by bonus versus horses.

As pillagers these units are great. I like sending them in 2-man raiding parties, which allows you to move both onto an adjacent enemy tile and then pillage both the improvement and the road. With the road gone, even if your muskets die, the enemy can't retreat along a road.

Another good use for units that can fortify but have two moves (I suppose this also applies to Immortals and Conquistadores) is as defenders for your siege units and city raiders moving from enemy city to enemy city. If you create a line of musketeers from your newly conquered city to the next one, it doesn't particularly matter if your stack has stragglers (like when the bulk of your city attackers leave but a siege unit needing one more turn of healing ends up slightly out of step) cos they can be defended well, and the musketeers can then catch up with the main stack once they are in position. This works especially well with spies, and has given me a new found appreciation for the 'infiltrate' mission of a great spy!

There's also something to be said for city defending musketeers that can get to besieged cities rapidly - that's a huge help too.
 
Musketeers are also great as a defence against big stacks, mainly against other humans. Combat II musketeers (Napoleon or Louis running Vassalage, Theocracy or a great general) can easily beat anything up to Cavalry / Riflemen / Grenadiers / Cannons, after your siege has done the coolateral damage. And they're cheap and quick enough to only need a small investment to cover a huge area. You won't have to be scared until infantry comes along.
 
To summarize musketeers,

Pair them with cuirassers and make a phenomenal 2 move stack of doom, use musketeers for stack defense and city defense after conquest mainly.
 
I am also a fan of Janissaries, the other Gunpowder-enabled UU. Jans are slower than French Musketeers, but their nifty counter-everything-but-gunpowder-unit ablity is very handy if you can get to Gunpowder first.

When they first become available, all of the Musket-type troops benefit by Combat promos, if you get there quickly. This makes them tough enough to deal with any Medieval troop, including Knights. They are a great all-purpose unit in this period.

Later, they are more useful as countering and stack defender units.

I agree with the Cuirasser + French Musketeer combo.

It's almost as nice as Izzy's Conquistador + Uber Treb combo.
 
I like all the musket replacement UUs, Musketeers, Oromos, and Jans. I am almost always the first to Gunpowder, and often take Nationalism off Lib, and thus an instant army is born.
 
Ain't you forgetting about Oro Warriors of Ethiopia? They come online at Gunpowder...>>

Granted, they are BtS, but still, free Drills and immune to First Strikes is nothing to shake a stick at.
 
6 replys and only one of them answers your question. Welcome to CivFanatics :lol:
 
All well and good, except for one thing. Siege is what wins wars, no? One of the reasons i dont play past the first 100 or so turns these days is that once i can build cats, it almost doesnt matter what i bring along to take the collateraled enemy down.

Maybe if the AI didnt bunch up all its units in stacks like it does. Having to deal with a few dozen packs of 1-3 unit stacks would make it all a little more interesting and make siege a niche unit instead of the all purpose unit to spam.
 
There was a question?
 
The value of playing France recently went up, because the Musketman was boosted by pushing Grenadiers and Cavalry later in the tech tree.

This makes the window of opportunity for the Musketeer much more reasonable.

Concerning promos, I don't see the difficulty. It should be rather straight-forward, as Musketmen are all-purpose defenders.

(Of course, it's always more versatile to actually delay assigning promotions until you're about to see battle, but I guess that's not the answer the OP was looking for)
 
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