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Difference between revisions of "Pandours (ETW Unit)"

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[[Category:ETW Units]]

Revision as of 11:02, 30 May 2017

Pandours (ETW Unit)
Pandour.jpg
Class Irregulars
Unit Size 80 Men
Weaponry Muskets
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 Governor's Mansion
Technology Requirements None
Attributes
  • Can skirmish
  • Can hide in woodland
  • Can hide in light scrub
  • Can hide in long grass
  • Can hide in buildings
  • Good stamina
  • Paths Seldom Trod

  • Pandours thumb.png These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effective, mobile “mob”.

    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.

    Details

    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. They should be used to harass the enemy lines at a distance and combat any other skirmishers. However due to their low melee capabilities the should not be relied upon in any melee situations.

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