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Difference between revisions of "Guards (ETW Unit)"

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(Overview)
(Overview)
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To prevent overuse, each faction is limited to six units of guards.
 
To prevent overuse, each faction is limited to six units of guards.
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Guards utilize platoon firing; this makes them very useful against less determined enemies that are about to rout, but less useful in staving off eager, charging enemies.
  
 
==Factions==
 
==Factions==

Revision as of 07:14, 27 August 2011

Guards (ETW Unit)
Guard.jpg
Class Elite Infantry
Unit Size
Weaponry
Morale
Melee Attack
Ranged Attack
Defence
Charge Bonus
Accuracy
Range
Ammunition
Region Worldwide
Recruitment Cost 1200
Upkeep Cost 300
Turns to Build
Unit Limit
Building Requirements
Technology Requirements
Attributes


Game Description

These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good job as garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour.

Historically, the French Maison du Roi (literally “house of the king”) were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian “Potsdam Giants” were a quirky household guard, the product of Frederick I’s obsession with very, very tall men and military pomp. Oddly, he wasn’t a very warlike chap at all.

Overview

Guards represent the very best most nations have to offer in terms of line infantry. They have very high morale, are resistant to morale shocks (such as being charged by cavalry) and can rally routing troops around them. Therefore, they are very reliable and should be used in key positions on the battlefield.

To prevent overuse, each faction is limited to six units of guards.

Guards utilize platoon firing; this makes them very useful against less determined enemies that are about to rout, but less useful in staving off eager, charging enemies.

Factions