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Empire: Total War Game Guide by gamepressure.com

Empire: Total War Game Guide

Table of Contents

Game Mechanics - Units - Artillery units | Units Empire: TW Guide

Last update: 11 May 2016

3-lber Horse Artillery

Description: very weak unit with poor accuracy. They are also not good at long distances. This unit can be however useful to stop the charging infantry. Remember to use cannister shots then.

Armies: Thirteen Colonies

4-inch Mortar Battery

Description: Explosive Shells needed. They have a very long range but the accuracy isn't so good. They can use many types of ammo (grenades, carcasses, etc.) and, as a matter of fact, they can kill and fear enemy soldiers. They are very effective when shooting at large groups of enemy troops. The main disadvantage is that they cannot move in the battle.

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

6-lber Horse Artillery

Description: Explosive Shells needed. They are slightly better than 3-lber Horse Artillery - stats are very similar. The good thing is that they are the only small type of gun that is available for European armies.

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

9-lber Artillery

Description: if you like artillery and you want to use it from the beginning then you cannot forget about 9-lber Artillery. They are not very strong but they are available from the beginning. This unit can be handy it couple of first battles, then change them to something better.

Armies: Ottoman Empire

12-lber Foot Artillery

Description: Cannister Shot needed. They are quite good for the beginning at the most important thing that they can move using horses and they can use many types of ammo. This unit can destroy city gates and enemy infantry units. In addition it is very cheap. Flaws? Very short shooting range.

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

12-lber Howitzer Foot Artillery

Description: Explosive Shells needed. For this price it is a really good artillery. They can use a special type of ammo handle with big group of enemy cavalry. To be effective, they must be deployed in groups of three.

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

18-lber Foot Artillery

Description: they are very similar to 12-lber Foot Artillery (they have more firepower). The price shouldn't be a problem form you, especially when you are going to have some good artillery units in your army. They are filling the gap between 12-lber and 24-Iber cannons.

Armies: Ottoman Empire, Marat Confederation

24-lber Foot Artillery

Description: more expensive, more accurate and more power. Very effective in destroying buildings and fortress gates. This is one of the best artillery in many European armies.

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

24-lber Guard Artillery

Description: very good artillery. They have the same shooting range than normal 24-lber cannons but better accuracy and shorter time of reloading. In addition this unit have quite good morale level, what is very important in close combat fight.

Armies: France

24-lber Howitzer Foot Artillery

Description: Explosive Shells needed . They have worse accuracy and firepower that the 24-lber Foot Artillery, but they are very effective at shooting at large groups of enemy soldiers to eliminate or scare them. They can use many types of ammo. This is one of the best artillery units in European armies.

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

64-lber Great Gun

Description: it is hard to get more powerful artillery on the battlefield. They have shorter shooting range than mortars but the firepower is really great. They can be use to kill enemy soldiers (both infantry and cavalry). They are also good with destroying buildings but they cannot move in the battle so some constructions may be out of range

Armies: Ottoman Empire, Marat Confederation

Bombardment Mortars

Description: Explosive Shells needed. Standard mortar, very similar to the European 4-inch Mortar Battery. They have marvelous shooting range and they can use many types of different ammo. They are good to scare and eliminate enemy troop, but they cannot handle with the building. They cannot move in the battle.

Armies: Ottoman Empire

Cannons

Description: they may be useful when you're shooting at the enemy fortifications. I do not recommend to use them on the battlefield, they can only irritate your opponent. Moreover you cannot move them after deploying at the beginning of the battle.

Armies: Marat Confederation

Demi-Cannons

Description: Demi-Cannons are slightly better than sakers. They can move, so you can drive them near the enemy troops and fortifications. They may be also useful in attacking opponent infantry and cavalry, especially at the beginning of the game.

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

Guns

Description: you can use them only for destroying enemy fortifications. They cannot be very effective against enemy troops, mostly because of their low accuracy. Moreover you cannot move them after deploying at the beginning of the battle.

Armies: Marat Confederation

Large Mortars

Description: Explosive Shells needed. It is very similar to Mortars i and the European 4-inch Mortar Battery. All of these units have the same accuracy, morale and shooting range. One difference is that Large Mortars have a better firepower. You can use them against huge groups of the enemy troops. You must remember however that you cannot move them during the battle.

Armies: Marat Confederation

Mortars

Description: Explosive Shells needed. Mortars can use many types of ammo. They have pretty good shooting range but the firepower is bad (worse than European 4-inch Mortar Battery). Personally, I cannot recommend these cannons.

Armies: Marat Confederation

Puckle Guns

Description: it is a very interesting weapon, something like a machine gun. They are very good against all enemy soldiers. Reloading time is really short and the firepower is strong enough to kill dozens of soldier in couple of seconds. Only the shooting range could be better.

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

Rocket Troop

Description: Explosive Rockets needed. It is a very unique unit. They are launching rockets (something which looks like fireworks). They have a very long shooting range but the accuracy is very bad. They can be used however to scare enemy troops. They cannot move during the battle.

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

Rocket Band

Description: Explosive Rockets needed. The as Rocket Troops. They cannot kill opponent soldiers (because of the low accuracy) but the can scare them. They cannot move during the battle.

Armies: Marat Confederation

Sakers

Description: very weak cannons. They have low accuracy, short shooting range and, in addition, they cannot move during the battle. You can use them only at the beginning of the game, later change them with better guns. Their advantage is the price: very low so you can buy many of them.

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

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