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.
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.