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:
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