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Militia (ETW Unit)

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Revision as of 12:06, 5 September 2011 by Tango12345 (talk | contribs) (Quick-adding category "Empire Total War Units" (using HotCat))
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Militia (ETW Unit)
Militia.jpg
Class Militia
Unit Size
Weaponry
Morale
Melee Attack
Ranged Attack
Defence
Charge Bonus
Accuracy
Range
Ammunition
Region Europe
Recruitment Cost 690
Upkeep Cost 170
Turns to Build
Unit Limit
Building Requirements
Technology Requirements
Attributes


Game Description

Militia or provincial troops are commonly held to be inferior to regular soldiers and, although they are trained to use the same tactics as marching regiments of the line, there is some truth in this assertion. Militia are expected to act as reassuring presence, and sometimes as a police force in suppressing local disturbances.

Historically, it was not unusual for militia to be locals recruited as part-time soldiers while retaining their day jobs and trades. In Britain, for example, service in the militia was seen as a good idea: you not only looked very patriotic for volunteering, but you could not be sent overseas! For ambitious would-be officers, there was a hidden financial benefit to joining the militia. A commander who could persuade his men to transfer to the army with him would not have to pay the cost of his regular commission.

Overview

Militia, and their equivalents, are useful in the early game as cheaper alternatives to line infantry (despite their inferior statistics). They become less effective, however, when more and more nations field regular line infantry in their armies. Militia also do not benefit from the Fire by Rank technology, effectively meaning they have only a third of the firepower of line infantry when this technology is researched. However, militia remain useful in the late game for putting down rebellions and keeping the peace (they recieve a bonuses in repression).

Like some other units such as artillery and light infantry, militia gain the option to pre-deploy some defensive measures on a battlefield should they remain in the place on the campaign map for more than two turns: defensive barriers behind which militia can shoot and crouch. This grants militia much more resistance against enemy musket fire, and somewhat slows and weakens charges.

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