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Light Infantry (ETW Unit)

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Revision as of 09:57, 10 October 2011 by Frederick (talk | contribs) (Overview)
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Light Infantry (ETW Unit)
Light infantry.jpg
Class Light Infantry
Unit Size
Weaponry
Morale
Melee Attack
Ranged Attack
Defence
Charge Bonus
Accuracy
Range
Ammunition
Region Europe
Recruitment Cost 460
Upkeep Cost 110
Turns to Build
Unit Limit
Building Requirements
Technology Requirements
Attributes


Light infantry are a mid to late game infantry type available to every faction aside from the Maratha Confederacy and the Ottoman Empire. Spain does have a light infantry regiment at the beginning of its campaign; unfortunately, however, this unit cannot use light infantry behavior until Light Infantry Doctrine is researched.

Overview

Initiative, aggression and pace of action mark these men out and they consider themselves a cut above other infantry, regardless of the title that they use. Light infantry, jaegers or chasseurs do not mindlessly follow orders, but pick and choose their own ground and targets, using such cover as they can find. They carry standard smoothbore, muzzle-loading muskets, but they do not rely on massed volley fire: they deliberately aim (as well as they can, given that muskets lack sights), at individuals within the enemy ranks. This selective fire can disrupt enemy formations or drive off enemy skirmishers. Over time, developments in tactics and weapons will make them very effective as snipers as well as covering forces.

In 1700, many European nations did not recruit light infantry regiments. Each line infantry regiment had a light company, but the mass volley was the proper way to employ firepower. As irregular light troops proved their worth and tribal natives refused to co-operate by fighting formal, set piece battles, it was realised that collecting together light companies in ad hoc regiments was no longer enough. Direct recruitment of light infantry regiments began in earnest, and by the end of the 18th Century every army fielded fast, light regiments.

Details

Light infantry are the skirmishers and screeners in an army. They become available later in the game, Light Infantry Doctrine being one of the last land military technologies researchable. Light infantry have a slightly greater range than line infantry. They become invisible to the enemy when immobile and at a sufficient distance, or when in tall grass or woods. They also all fire at once, giving them a firepower advantage against line infantry regiments before the Fire by Rank techonology is researched. Their Light Infantry Behavior option makes them spread out and crouch, making them less susceptible to fire (including the various artillery ammunition types) while allowing them to stand in front of other infantry and fire without worrying about friendly fire. In later periods, the more elite light infantry have a firing range far superior to that of any land unit, allowing them to shoot free volleys before beating a retreat.

Light infantry also have the option to deploy stakes. This gives them some measure of protection against cavalry (although they should never be caught in the open alone againt a cavalry regiment) or used prior to cavalry confrontations to protect the flanks of an army.

When remaining on the campaign map without moving for more than two turns, units such as artillery and light infantry gain the option to pre-deploy some battlefield applications. Light infantry are able to deploy fougasse: a primitive, but very effective, form of landmine.

Light infantry do have their weaknesses. They have half the numbers of regular line infantry (which means that they can only deliver half the effective firepower in later stages), much lower morale, and next to no melee capability. Therefore, light infantry should never be used in a melee engagement at all costs, and direct firefights with line infantry if possible.

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