Azzars (ETW unit)
Azzars | |
---|---|
Category: | Infantry |
Class: | Irregulars |
Men: | 20 / 40 / 60 / 80 |
Range: | 90 |
Accuracy: | 35 |
Reloading skill: | 10 |
Ammunition: | 20 |
Melee attack: | 7 |
Charge bonus: | 8 |
Defence: | 2 |
Morale: | 4 |
Turns to train: | 1 |
Recruitment cost: | 720 |
Upkeep cost: | 180 |
Requires | |
Building (minimum level) | |
Provincial Barracks | |
Military Governor's Encampment |
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.
Abilities
- Can guard
- Can hide in buildings
- Can hide in light scrub
- Can hide in long grass
- Can hide in woodland
- Can skirmish
- Grappling hooks
- Remains hidden whilst walking
- Resistant to heat fatigue
Technological abilities
- Chevaux de frise
- Earthworks
- Light infantry tactics
- Volley fire
Available for: