Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Riflemen (ETW Unit)"

From TWC Wiki
Jump to navigationJump to search
m (Quick-adding category "Empire Total War Units" (using HotCat))
m (Quick-adding category "ETW Infantry" (using HotCat))
Line 12: Line 12:
  
 
[[Category:Empire Total War Units]]
 
[[Category:Empire Total War Units]]
 +
[[Category:ETW Infantry]]

Revision as of 04:53, 6 September 2011

Riflemen are the generic elite light infantry available in the late game. They are available to every major faction without unique elite light infantry (for example, Britain has access to Green Jackets and thus not riflemen) except the Ottomans, which have Nizam light infantry instead, and the Maratha Confederacy, which simply do not have access to any sort of light infantry.

Game Description

Overview

Riflemen have much of the same qualities as light infantry: both can use Light Infantry Behavior, both have all of its men fire simultaneously, both can deploy stakes etc. However, riflemen possess one large advantage over light infantry: while light infantry have a range of 90, riflemen possess a range of 125-almost twice as long as regular line infantry and longer than that of any other land unit. This makes them viable candidates for hit-and-run tactics without worrying about the enemy firing back and also even better for screening line infantry than regular light infantry. Their large range bonus, combined with their light infantry behavior, mean that they are very suitable for (relatively) safely engaging enemy artillery.

Riflemen also have the ability to remain invisible to the enemy while walking (but not running). This is not very useful against computer players but is great for surprising opponents in multiplayer.

Finally, riflemen have access to an improved and much deadlier version of fougasse. Their improved fougasse features a secondary explosion after the first, for additional damage.