Azzars (ETW Unit): Difference between revisions
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{{TW Unit|image=[[Image:East_azzars_info_infm.png]] | |||
|Class=Irregulars | |||
|Unit Size=80 Men | |||
|Weaponry=Muskets | |||
|Region=<li>Middle East</li> | |||
<li>Europe</li> | |||
|Recruitment Cost=720 | |||
|Upkeep Cost=180 | |||
|Building Requirements=Provincial Barracks | |||
|Tech Requirements=None | |||
|Attributes=<li>Can skirmish</li> | |||
<li>Can hide in woodland</li> | |||
<li>Can hide in light scrub</li> | |||
<li>Can hide in long grass</li> | |||
<li>Can hide in buildings</li> | |||
<li>Good stamina</li> | |||
<li>Resistant to Heat Fatigue</li> | |||
}} | |||
[[Image:East_azzars_icon_infm.png]] These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effective, mobile mob. | |||
==Overview== | ==Overview== | ||
Such men have little to do with standard military protocols and | Such men have little to do with standard military protocols and practices, or even organization, often taking-up arms in extraordinary circumstances. This lack of discipline means that they can sometimes be extremely brutal, even brutish, in their behaviur. This can work in their favour, in that it gives enemies pause for thought. More typically, their lack of discipline counts against them, and when faced with a well-ordered force, they can be at a disadvantage. In such a case, their mobility can be a boon, allowing them to harass an enemy and then withdraw as soon as the fight goes against them. | ||
==Details== | |||
Azzars are an irregular Light Infantry unit that is available only to the Ottoman Empire and the Mamelukes. They are available from the start of the game, making them somewhat useful in the game's early stages. However, when the european nations are able to recruit units such as [[Light Infantry (ETW Unit)|Light Infantry]], then the Azzars will become quickly outmatched. Also, due to their low morale, they will likely flee within the heat of battle. Azzars should act as Light Infantry should. They should set-up ambushes, harass the enemy, and combat enemy Light Infantry. They will usually achieve these functions if supported. However, they should avoid melee at all costs, as this will likely end in disaster for the Azzars, due to their low melee statistics. | |||
==Factions== | ==Factions== | ||
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[[Category:Infantry | [[Category:ETW Infantry]] | ||
[[Category:ETW Units]] | |||
Latest revision as of 08:46, 26 November 2024
These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effective, mobile mob.
Overview
Such men have little to do with standard military protocols and practices, or even organization, often taking-up arms in extraordinary circumstances. This lack of discipline means that they can sometimes be extremely brutal, even brutish, in their behaviur. This can work in their favour, in that it gives enemies pause for thought. More typically, their lack of discipline counts against them, and when faced with a well-ordered force, they can be at a disadvantage. In such a case, their mobility can be a boon, allowing them to harass an enemy and then withdraw as soon as the fight goes against them.
Details
Azzars are an irregular Light Infantry unit that is available only to the Ottoman Empire and the Mamelukes. They are available from the start of the game, making them somewhat useful in the game's early stages. However, when the european nations are able to recruit units such as Light Infantry, then the Azzars will become quickly outmatched. Also, due to their low morale, they will likely flee within the heat of battle. Azzars should act as Light Infantry should. They should set-up ambushes, harass the enemy, and combat enemy Light Infantry. They will usually achieve these functions if supported. However, they should avoid melee at all costs, as this will likely end in disaster for the Azzars, due to their low melee statistics.

