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Difference between revisions of "Pandours (ETW Unit)"

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m (Quick-adding category "Empire Total War Units" (using HotCat))
m (Quick-adding category "ETW Infantry" (using HotCat))
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[[Category:ETW Infantry]]

Revision as of 12:16, 5 September 2011

Pandours (ETW Unit)
Pandour.jpg
Class Irregulars
Unit Size
Weaponry
Morale
Melee Attack
Ranged Attack
Defence
Charge Bonus
Accuracy
Range
Ammunition
Region The Balkans
Recruitment Cost 380
Upkeep Cost 90
Turns to Build
Unit Limit
Building Requirements
Technology Requirements
Attributes


Game Description

Such men have little to do with standard military protocols and practice, 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 behavior. This can work in their favor, in that it gives enemies pause for thought. More typically, their lack of discipline counts against them, and 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 withdraw as soon as the fight goes against them.

Overview

In some ways, pandours are a very poor, early substitute for light infantry. While they do possess slightly greater range than line infantry, pandours have terrible accuracy and can provide only ineffectual firepower at best. In addition, they cannot use light infantry behavior, hide while immobile, or deploy stakes and fougasse. On top of this, pandours are only slightly less expensive than jaegers.

Factions