Carabineers (ETW unit)
Carabineers | |
---|---|
Category: | Cavalry |
Class: | Missile Cavalry |
Men: | 15 / 30 / 45 / 60 |
Range: | 70 |
Accuracy: | 40 |
Reloading skill: | 25 |
Ammunition: | 20 |
Melee attack: | 7 |
Charge bonus: | 8 |
Defence: | 7 |
Morale: | 7 |
Turns to train: | 1 |
Recruitment cost: | 780 |
Upkeep cost: | 230 |
Requires | |
Technology | |
Carbines | |
Building (minimum level) | |
Army Encampment | |
Military Governor's Encampment |
These light cavalrymen are armed with carbines; it is their role to harass enemies with fire.
They are a highly mobile unit, with enough long-range firepower to hurt many enemies; the pistols used by some cavalrymen are only really suitable for close-in fighting during a melee. Their carbines fire a smaller ball than the muskets of infantrymen, but it is still large enough to maim and kill a target. Having the speed of light cavalry, these men are a useful force for any general: they can be moved quickly to a key part of the line to give fire, and then redeployed with equal speed. They are also remarkably difficult opponents for heavy cavalry; it is hard to come to grips with an enemy who can simply outpace you!
Historically, the carbine was only a smaller calibre version of an infantry musket. The idea to cut down the barrel only emerged when it became clear that reloading a full-length musket on horseback was a horrible job, even if the enemy weren’t trying to kill you at the same time. Attaching the carbine to the user by a sling finally made it into a very practical, deadly weapon.
Abilities
- Can guard
- Can fire from horseback
- Can hide in woodland
- Can shoot while moving
- Can skirmish
- Good stamina
Available for: