![]() ![]() For the Allfather's sake, Musketeers SUCK SO BAD! They don't even emulate their historical, real-world counterparts and fit bayonettes to their weapons to help see off cavalry charges!īut maybe I'm missing something. ![]() In short, I see no reason to ever field any of these ineffectual little bastards, and resent that I have to waste turns on researching them to get at anything useful. They're not fast enough to even avoid much damage from slow infantry, and their stat lines are crud enough that getting flanked by cav after reloading means that they die stupidly fast. Most of all, don't fixate on T4's - lower tiers aren't weak, and 2 T3's will generally kill a T4 without much trouble.Forgive me, but I can't find a single reason to make Musketeers as a Dreadnought of any particular race, not even as High Elves! They do less-than-mediocre damage at a range that makes their unreliable debuff worthless, suffer direct fire penalties which means you can't screen them, and they can only use their piddling (physical only) attack every two turns. There's loads and loads more to do with the class, but I think this is a good starting point. I've tried to keep it simple, and assumed AI opponents. Having 2 of both in a stack with a hero and either a golem or racial bruiser makes for a decent clearing stack. Get Cannons, which you can couple with Engineers. Some Golems are pretty sturdy, but pay the full price in the disabled regeneration. In case of machines, mix in some Engineers in your starting armies, and prioritize keeping them alive and getting them experience. A stack of cavalry lead by a hero is fast, can clear most sites, and is pretty efficient. All of these have Armored Cavalry, and aren't afraid to punch in melee. good races are Humans, orcs, elves or dwarves. The *common* routes are either Cavalry or Machines.Ĭavalry depends on getting Armored discount and Defense upgrade, as well as Side Arms, which gives a Fire Pistol ability to all cavalry. ![]()
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