Musket (Alpha)
The Musket is a Napoleonic unit in Totally Accurate Battle Simulator. As a soldier wearing a shako and wielding a long-barreled flintlock musket, it serves as the Napoleon faction's primary unit, with a balanced mix between firepower, range, and firing rate.
Behavior
Muskets, like all other units, have simplistic AI. Muskets possess a maximum range slightly longer than that of the Archer; beyond this, they will walk toward the enemy at a slow pace, aiming to get into range with the closest enemy unit. This unit is very slow and can be out sped by faster units like the Headbutter (Alpha)or footmen.
Once the Musket has entered its range, it will come to a complete stop and aim its weapon. The Musket will fire a single shot from its gun, and then spend six seconds reloading. It will not retreat or attempt any melee attack if confronted at close range. if possible, try to place it behind a tree for it to take cover.
Musket shots, while somewhat inaccurate at long range, are highly effective against most enemy units, often killing non-special enemies in just one shot. Musket shots penetrate armor with ease.
Usage
- Muskets are generally effective ranged units when used in a line formation, though Archers are arguably better for engaging large hordes of unarmored units.
- Muskets are the best counter to armored units such as Shields; musket shots penetrate armor with ease, and a battle line of Muskets can easily devastate an attacking phalanx of Shields.
- The long barrel of the Musket's flintlock means that one can organize a formation of two to three ranks deep. In this case, Muskets will usually stick their barrels through the line when coming to a stop, and all rows can fire.
- The formation bonus of the Musket (moving into an aforementioned battle line) lowers their firing intervals to just 3-4 seconds, making the Musket far more effective against unarmored hordes.
- Musket lines are vulnerable to flanking by rapid units such as Chariots; a dense line, especially one multiple ranks deep, often cannot turn more than 85 degrees to each side without each unit's gun catching on another, or worse each Musket lining itself up to shoot another in the back. Supporting the flanks of a Musket line with melee units or heavy weapons is important if the enemy may flank.
- Muskets work well with Cannons, which can soften up enemy charges with explosive shells, and which have a relatively fast reloading time of 4 seconds, making them excellent at targeting closing groups of enemies while the line is reloading. They do not synergize well with large hordes of melee units unless the player is willing to sacrifice a few to friendly fire, as Muskets will shoot straight for a target regardless of whether an ally is in front of it or not.
- Muskets are fairly accurate, though at long range they frequently miss. One can exploit this and use small, discrete squads as "snipers", positioning them behind rocks or terrain to serve as cover from incoming attacks. This, however, forfeits the Musket's formation bonus, making them less effective at defending against attacking enemies by themselves.
Trivia
- Despite the popular stereotype, the "line formation" of the Napoleonic era was not something of chivalry and fairness. It was simply the most practical way to go about organizing and commanding units in battle, given the communication and technological limits of the era- muskets were inaccurate beyond 50 yards' range, and to get good results at up to three times that distance the best way was to simply mass-fire in volleys, which the line formation was excellent for.
- One can easily see the difference between organized units and unorganized ones even in TABS; Muskets not only gain reload speed bonuses from staying in formation but are capable of grouping their fire at the general area of enemy units approaching them, much in the same way as real-life soldiers.
- The Musket holds its weapon somewhat strangely- it grips its stock too far back and holds its left arm closer to his body than it should. This causes the long barrel of the gun to slightly angle downward, but this does not affect firing accuracy.
- Muskets in the Pre-Alpha cost 70 points and had no headgear, just like the rest of the units. They were somewhat poorer in accuracy and commonly killed their own allies. Their shots' impact effects were cruder.
- In the closed alpha, their heads bob left and right while alive and aiming up their target. This appears to be a result of them rapidly stopping when preparing to aim.
- Alpha Musket units do not have an animation for reloading their weapon.
- Units
- Napoleon
- Pre-Alpha
- Closed Alpha
- Open Alpha
- Ranged