The Turks, as a faciton, have one of the most impressive unit rosters in M2TW, most notably with their Janissary armies. From the perspective of this article however, I will only be looking at Janissary Archers vs Janissary Musketeers. While both are excellent ranged units, and Musketeers may theoretically do more damage to enemy troops, the Archers, in practice, appear to be more tactically useful due to their ability to plant stakes and the fact that they have an arcing trajectory.
So here's the quandry, while Janissary Musketeers require the highest level barracks available in a city (Royal), Janissary Archers are available in the second to last barracks structure (Army). Given that Royal Barracks take 8 turns to build and cost 15,000 florins as opposed to 7 turns, 12,000 florins for Army Barracks, one would expect Janissary Musketeers to be at least marginally superior units. Theoretically speaking, of course, they are, and here are the custom battle results:
Note: All tests conducted on M2TW v1.1 (Vanilla) on Arsuf, Medium Diff, Huge Unit sizes, no upgrades. The numbers represent number of men left upon initial CONTACT with the test case.
Janissary Musketeers vs Noble Swordsmen (Scots)
1) 83
2) 81
3) 83
4) 82
5) 77
Average = 81.2
Average number of shots fired before contact = 3
Average kills per shot = 12.93
Janissary Archers vs Noble Swordsmen (NO FIRE)
1) 107
2) 98
3) 105
4) 103
5) 91
Average = 100.8
Average number of shots fired before contact = 4.4
Average kills per shot = 4.36
Janissary Archers vs Noble Swordsmen (FIRE)
1) 107
2) 108
3) 101
4) 100
5) 108
Average = 104.8
Average number of shots fired before contact = 3.4
Average kills per shot = 4.47
Of course, one must take these figures with a grain of salt. This was tested in "ideal" conditions for the musketeers in that they were located on perfectly flat terrain. In addition, while the musketeers kills per volley numbers were fairly uniform, the archers did signficantly better when the target was in closer range (probably due to number of hits on target being lower at longer distances).
Now let's take a look at the practical applications of Muskteers vs Archers in the campaign game. In terms of cost, Janissary Muskteers are only minutely more expensive to recruit, coming in at 830 florins per unit with the Archers coming in at 780 florins per unit. Both units require 175 florins of upkeep per turn. This seems acceptable. In terms of combat effectiveness, however, I think Janissary Archers are vastly more utilizable. Musketeers require line of sight in order to function 100%, and given all the bumps on the campaign map, it is often hard to find an ideal spot to deploy them. Archers, on the other hand, have a ballistic trajectory so they can be placed virtually anywhere, granted, they do suffer a tremendous accuracy bonus when firing in a very high parabolic arc, but that's still better then not being able to fire at all! Also, there's the point that Archers have stakes while Musketeers do not. The biggest threat that I see on the battlefield against my ranged units come from enemy cavalry. I can utilize Janissary Archers' plant stakes ability to basically negate that threat. With Musketeers, on the other hand, I don't have that ability and must rely on other means (say, Dismounted Sipahi Lancers) that may require including a different unit into my army composition and making my overall (re)training structure more complicated. Musketeers are able to do a significant amount of damage to enemy cavalry before they hit the line, however, it is still not able to rout the enemy unit for the charge hits home, which is a crucial aspect to the equation. Now, what about the morale effects that gunpowder has on enemy troops? I don't claim that it's not significant because it is, and if you can manage to fire 4 shots or more with Musketeers (which is not unfeasible), enemy morale will drop to "Wavering" before initial contact is even made, at which point you could send in your Janissary Heavy Infantry to mop up. However, once again we come to the problem of finding the ideal situation in which muskteers are able to fire off 4 times before enemy troops engage in combat. This is often a very hard to find circumstance, especially if the enemy army has a considerable amount of cavalry, in which case your musketeers will be pretty much negated.
Given these aspects, and from my experience in-game, I find Janissary Archers to be vastly more useful, especially against cavalry-heavy armies such as the Mongols and Timurids. Janissary Musketeers, do serve in my armies, but often only in conjunction with the Archers (eg having 2 units of musketeers and 2 units of archers in conjunction with the rest of the army). So how can CA make Musketeers much more useful? Well, simple really, they could remove the plant stakes ability for Janissary Archers.
/my 2 cents.




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