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Empire: Total War Game Guide by gamepressure.com

Empire: Total War Game Guide

Table of Contents

Game Mechanics - Units - Infantry units - part 2 | Units Empire: TW Guide

Last update: Wednesday, May 11, 2016

Guards

Description: great, numerous infantry; very good at defense and attack. They have very high morale level, better even that grenadiers. They have great defensive statistics and, as a matter of fact, they can be useful on the battlefield. Their disadvantage is the limit of maximum regiments of this unit in your army.

Armies: Spain, Prussia, Russia, Republic of Poland, Sweden, Great Britain

Guerillas

Description: they are worse than similar units like frontiersmen and Coureurs de Bois. However they can be very dangerous, mostly because of the ability to move in the cover and to organize traps.

Armies: Spain

Hand Mortar Company

Description: Hand Mortar Company are using something like rocket launchers. As a matter of fact they have shooting range similar to the most of the infantry units (twice as long as grenadiers shooting range). Hand Mortar Company should support line infantry in the battlefield. The flaws are: not many grenades and very long time from launch to explosion.

Armies: Russia

Hessian Line Infantry

Description: Cheap but not very numerous. If you're looking for the better replacement for the light infantry try to use Hessian Line Infantry. They are good at supporting other regiments and defending your artillery.

Armies: Great Britain

Highland Infantry

Description: something between guards and grenadiers. They have quite good morale and very good charge. Scots are very good on the battlefield but the are very expensive too.

Armies: Great Britain

Hindu Musketeers

Description: they have to be a base of your army from the very beginning. Armed with muskets, they have very good accuracy and average statistics in melee combat. In close combat they can replaced by Hindu Warriors.

Armies: Marat Confederation

Hindu Warriors

Description: they are fighting with swords. At the beginning of the game they may help to crush enemy infantry (especially when your opponent wants to fight in close combat too) and cavalry.

Armies: Marat Confederation

Infanterie Petits-Vieux

Description: these units are almost the same as line infantry. Infanterie Petits-Vieux are slightly faster at reloading. They have also better defensive statistics and... much higher price.

Armies: France

Infanterie Vieux

Description: very good morale, great accuracy and proper reloading time. The price is quite high but they are worth their price. It is very rare in the French army but Infanterie Vieux can mobilize other units to fight

Armies: France

Irish Brigade

Description: very similar to the line infantry, cheap and it is available almost from the beginning. Is good to have them while fighting in Morocco. The minus is that they have very harsh maximum limit of units.

Armies: Spain

Isarelys

Description: very good line infantry, especially at the beginning. They have good reloading time and shooting range. They are also very numerous. The only disadvantage is their close combat abilities (they are worse that the European line infantry).

Armies: Ottoman Empire

Jamestown Settlers

Description: in the first phase of the American campaign they should be the main power of your army. But it is a matter of fact that you don't have too many units to buy. They are very numerous and their price is also reasonable. These soldiers can be enough for weak Indians but their disadvantage is the limit number.

Armies: Virginia Colonials

Janissary Hand Mortar Bölük

Description: a very unique infantry unit. They use something like rocket launchers to throw their grenades. They have very good shooting range (the same as normal infantry) and they could be useful in close combat. In addition their morale is on the high level. This unit should support line infantry in fight. Their flaws are significant: small number of carried grenades and a very long time between launch and explosion (cavalry can escape with no problems).

Armies: Ottoman Empire

Jaegers

Description: Light Infantry Doctrine needed. They are not too numerous, but they have really great shooting range. They are very good in shooting from a very long distance. They cannot manage in close combat and can be killed very easily. This unit is also very cheap.

Armies: Austria

Kurdish Hillmen

Description: Kurdish Hillmen are quite similar to Azzars. They can hide in grass and trees and organize traps. They are good at shooting, have proper accuracy and good shooting range. On the other hand they cannot fight in close combat and they are not be able to move in cover.

Armies: Ottoman Empire

Landless Rabble

Description: just one word: tragedy. They can be found in very huge numbers (200 for the regiment) but they are very weak. Even the weakest group of infantry or militia can handle them. Landless Rabble are not fighting with guns they have only pitchforks. It is obvious that they must be very cheap.

Armies: Marat Confederation

Light Infantry

Description: Light Infantry Doctrine needed. Small units of light infantry have a very low living cost. They have better shooting range than the typical line infantry (they can be used as shooters in the battle). They are weak in close combat. It is good to notice that they can deploy stakes to stop the cavalry.

Armies: Netherlands, Prussia, Russia, Republic of Poland, Sweden, Thirteen Colonies, Great Britain

Line Infantry

Description: good in the battlefield and very numerous. It is the main military power in all of the European armies. Equip the with bayonets so they can manage with cavalry. Train them as often as possible because their worth it.

Armies: Austria, France, Spain, Netherlands, Prussia, Russia, Republic of Poland, Sweden Thirteen Colonies, Great Britain

Long Rifle Men

Description: very good unit with proper shooting ability. They have long shooting range and can deploy stakes against cavalry. Flaws: the are in small number and they have very long training process (two turns).

Armies: Thirteen Colonies

Maison du Roi

Description: great unit. The are not such good in shooting as rangers but they are great in melee combat and defense. If you have enough money you can train them.

Armies: France

Militia

Description: they are the best in defending cities. They are not trained very well and do not have high morale too. Their good sides are their numbers (160 people in one regiment). As ma matter of fact they can be treated as a cannon fodder.

Armies: Austria, France, Spain, Netherlands, Prussia, Poland, Sweden Thirteen Colonies, Great Britain

Militia Infantry

Description: the main power, especially at the beginning of the campaign. They are very cheap and can be use in attack and defense. Equip them with bayonets so they will be able to fight with cavalry. Their main disadvantage is their morale level. They can sometime escape from the battlefield.

Armies: Thirteen Colonies

Minutemen

Description: they are very similar to the militia. They have actually two main differences: Minutemen have more ammunition and more defensive points.. The rest is the same as with militia. However, i prefer to use Militia Infantry in the battle - it is hard to use all ammunition in one battle.

Armies: Thirteen Colonies

Musellims

Description: very poor unit. They can't do almost nothing. The only advantage is their number: 200 people in one regiment and the price.

Armies: Ottoman Empire

Native American Musketeers

Description: they are not worth their price. Main disadvantages are: very long reloading time, bad defensive stats and average accuracy.

Armies: British Colonies

Native Bowmen Auxillary

Description: not so useful unit bit it has some good sides. The first thing is shooting range (the best at the beginning) and the price. Because of their number and armor they cannot be used in close combat. They can move in the cover so you can use them as to organize some traps and as a support for line infantry.

Armies: France, Netherlands, Spain

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