Arcabucero
Infantería de pólvora con gran daño contra infantería y arqueros.
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Arcabucero es fuerte contra
Arcabucero es débil contra
Conocimiento
Bonificaciones de ataque
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Civilizaciones
Disponible en 23 civilizaciones.
Mejoras clave
Edad de los Castillos
- Thumb Ring
+15% Attack Speed, 100% Accuracy for archers and skirmishers
Edad Imperial
- Chemistry
+1 Attack for all ranged units, enables gunpowder
Tácticas
Hand Cannoneers have a powerful attack but have a slow firing rate, and their shots fly off in random directions (within radial proximity to the vector leading to their target), so their accuracy at long range is poor. They do +10 bonus damage against (except the Condottiero) and another +1 against , and their accuracy is less of a problem against the larger cavalry, making them deadly at close range. If maneuvered properly, Hand Cannoneers may also take down siege weapons with great efficiency, but Onagers can still pose a threat to them due to their range. Hand Cannoneers are considered to be archers (even though they use firearms) for purposes of attack bonuses, so Elite Skirmishers, Ghulams, and Huskarls have attack bonuses against them, and Huskarls also have a high defensive bonus against their piercing damage. They are of course also gunpowder units, giving Condottieri and Winged Hussars attack bonuses against them as well. Being foot units with low hit points, they are also vulnerable to Mangonels and Scorpions, and they perform poorly against towers and Castles. The food cost of Hand Cannoneers also makes them odd to work with, so special situations or builds are needed in order to use them appropriately, like a Fast Imperial strategy (in closed maps). === Comparison to similar units === { Cost Training time 27 seconds 34 seconds Pierce attack 6+4 Attack bonuses +3 vs Spearman +10 vs Infantry+2 vs Ram+1 vs Spearman Accuracy 90% + 10% 75% Range 5+3 Rate of Fire 2 - 0.3 3.45 Armor 0+3/0+4 1+3/0+4 Armor classes Archer ArcherGunpowder Upgrade cost Chemistry Upgrade time 35 seconds50 seconds 100 seconds } : In general, when compared to Arbalesters, Hand Cannoneers are better against targets with high pierce armor, while Arbalesters are better against targets with lower pierce armor. === Comparison among civilizations === { Cost Kshatriyas technology Italian bonus Portuguese bonus Attack Attack bonuses +10 vs +2 vs +1 vs +3 vs +1 vs Burgundian bonus +10 vs +2 vs +1 vs Armor 1+3/0+4 1+3/0+4 Speed 0.96 Hit points Training time 34 seconds Extras }
Consejos
- Especialmente útil contra civs de infantería como Vikingos o Romanos.
- Hand Cannoneers deal massive bonus damage to the infantry armor class making them the ultimate counter to Jaguar Warriors and Huskarls.ageofnotes
- The base accuracy of the Hand Cannoneer is notoriously low at maximum range but their projectiles deal devastating damage if they hit clumped targets.ageofnotes
- Unlike archers Hand Cannoneers do not natively benefit from Ballistics though they rarely need it when firing into dense formations of slow melee units.ageofnotes
- Because of their low hit points Hand Cannoneers must be deployed strictly as a backline damage unit shielded by a solid wall of Halberdiers or Hussars.ageofnotes
- The Skirmisher line heavily counters the Hand Cannoneer due to its high base pierce armor and hidden bonus damage against all gunpowder units.ageofnotes
- They deal high bonus damage to infantry making them perfect against Jaguar Warriors.ageofnotes
- Skirmishers have high pierce armor and bonus damage that completely shreds Hand Cannoneers.ageofnotes
- Cavalry archers outmaneuver them easily and take them down quickly.ageofnotes
- They lack accuracy at maximum range so they perform best against clumped targets.ageofnotes
- Never send them out alone as they need a frontline of halberdiers or hussars for protection.ageofnotes
- The Hand Cannoneer is your infantry deletion button. With +10 bonus damage against Infantry, you shred Champions, Halberdiers, and even the feared Huskarls. Your 17 attack at range 7 is devastating. However, you only have 65% accuracy - micro carefully and let enemies clump up. Avoid Skirmishers and fast cavalry at all costs. Remember: you require Chemistry research first. Classes: Archer and Gunpowder Unit.aoecoach
- Extremely vulnerable to Skirmishers (bonus damage vs Archer class), Hussars (fast, cheap, can close the gap), and especially Condottiero who take no bonus damage from you.aoecoach
























