
← Units · Ranged
Imperial Arquebusiers
By Amya · Updated 2026-08-04
WIPBlob, Flank, Skirmish and Duelling ratings coming soon.
Veterancy Line what to spend your points on. Nodes unlock as the unit levels.
Recommended veterancyJust go the DMG line (standard muskets have only the one real line: more damage)
Skills & Formations
Playstyle
- Game pace doesn’t suit standard ranged anymore. Leadership changes and offensive doctrines drive fast, high-pressure engagements. Teams push quickly, engage fast, rotate aggressively. There’s no safe window for traditional ranged to set up and contribute
- Ranged DMG numbers are not impact. Even if your muskets show high damage, it doesn’t translate to value. Most damage is chip, healed off, or spread across tanks. Meanwhile your team was short a frontline or cav unit that could have actually broken a phalanx, won a skirmish, or secured a flank. In almost every real scenario, a T4 melee or cav would have done more than a T4 musket
- No unique role. In higher lobbies, ranked, TW, or tournaments, non-exotic ranged are either not picked or directly avoided. Seen as a handicap, not a contribution. If the enemy sees your team running regular muskets, it signals an easy push or opening
- Appealing trap for new players. Muskets seem simple: no micro, no need to understand matchups, feels “safe” and familiar. But that safety is deceptive. By skipping micro and avoiding positioning, timing, and unit interaction, you’re skipping the real learning curve. You fall behind in skill development and map awareness
- Bait effect on teammates. Low-impact ranged forces teammates to play differently: peeling for your low-damage backline or pushing without needed frontline support. You become bait without knowing it, dragging attention and space away from actual win conditions
If you like range, learn the exotic units (Zykalian Militia, Hwarang, Shenji Grenadiers, Flamers, Lionroar Crew). Use them as tools, not a crutch. Still learn rotation, map pressure, and unit interaction. Watch top-tier play to see how impactful range is actually used (rare, specific, intentional).
Final thought: muskets might feel easy, but they teach you nothing and contribute even less. If you’re serious about improving or contributing to wins, step into melee, cav, or exotic range and start learning the real game.
Doctrines
Highest level you can.
Mandatory
Unit Damage Doctrine VEpicIncreases damage dealt to unit by 120 points,Increases all types of damage by 80 points.
Gunsight Doctrine VEpicIncreases shooting accuracy by 40%.Increases piercing damage by 80 points.- Musket ROF Doctrine (+20% rate of fire, +8% DMG to cavalry)
Filler
- Musket Defence Doctrine (+60 all defences, +200 HP, +10% ammo)
Epic Leadership DoctrineEpicReduces unit's Leadership cost by 16%.
Hero Damage Doctrine VEpicIncreases damage dealt to heroes by 115 points.Increases all armor penetration by 110 points.- Piercing DMG & Piercing PEN
Attributes
Lvl 1 & 24
Basic
- Health
- 3,673
- Strength
- 28
- Speed
- 5
- Labour
- 3.92
Attack
- Piercing damage
- 2,796
- Piercing armour pen.
- 2,678
Defence
- Piercing defence
- 341
- Slashing defence
- 317
- Blunt defence
- 209
WIPMax level stats are not in yet. Switch back to Lvl 1 for the unit's current attributes.
