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Azzars (ETW Unit)

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Azzars (ETW Unit)
East azzars info infm.png
Class Irregulars
Unit Size 80 Men
Weaponry Muskets
Melee Attack
Ranged Attack
Charge Bonus
  • Middle East
  • Europe
  • Recruitment Cost 720
    Upkeep Cost 180
    Turns to Build
    Unit Limit
    Building Requirements Provincial Barracks
    Technology Requirements None
  • Can skirmish
  • Can hide in woodland
  • Can hide in light scrub
  • Can hide in long grass
  • Can hide in buildings
  • Good stamina
  • Resistant to Heat Fatigue

  • East azzars icon infm.png These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effective, mobile mob.


    Such men have little to do with standard military protocols and practice, or even organisation, often taking up arms in extraordinary circumstances. This lack of discipline means that they can sometimes be extremely brutal, even brutish, in their behaviour. This can work in their favour, 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.


    Azzars are an irregular Light Infantry unit available only to the Ottoman Empire and the Mamelukes. They have the available from the start of the game, making them somewhat useful in the games early stages. However when the European Nations are able to recruit units such as Light Infantry, then the Azzars will become quickly outmatched. Also due to their low morale they will likely flee within the heat of battle. Azzars should act as Light Infantry should. Thye should set up ambushes, harass the enemy and combat enemy Light Infantry. They will usually achieve these functions if supported. However they should avoid melee at all costs as this will likely end in disaster for the Azzars, due to their low melee statistics.


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