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Kriegsrat Fusiliers portrait

← Units · Ranged

Kriegsrat Fusiliers

By Amya · Updated 2026-08-04

BT4 · MasteryRangedArquebusier

WIPBlob, Flank, Skirmish and Duelling ratings coming soon.

225Base Leadership
Leadership Doctrine
Standard-16% leadership189
Premium-10% leadership202

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)

Hover or focus a node for detail.
Increases armour penetration by 5%Max level 1
Each level increases firing accuracy by 15%Max level 2
Each level increases piercing damage by 2%Max level 2
Each level increases rate of fire by 6%Max level 2
Each level increases firing accuracy by 15%Max level 2
Aiming speed is increasedMax level 1
Each level increases health by 3%Max level 3
Each level increases melee piercing damage by 8%Max level 3
Increases damage dealt in Siege Battles by 5%Max level 1
Each level increases melee piercing damage by 8%Max level 3
Each level reduces damage taken by 3%Max level 3
Adds 2 more soldiers to the unitMax level 1

Skills & Formations

Attaack AreaAttaack AreaThe unit fires at a particular spot. Good for blocking breaches in your lines.
DispersedDispersedA loose formation that reduces unit vulnerability to ranged weapons. Three RanksThree RanksThe unit forms three ranks. Good for concentrating fire.

Playstyle

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.

Attributes

Lvl 1 & 24

Basic

Health
3,284
Strength
21
Speed
5
Labour
2.94

Attack

Piercing damage
2,798
Piercing armour pen.
2,764

Defence

Piercing defence
401
Slashing defence
485
Blunt defence
343

WIPMax level stats are not in yet. Switch back to Lvl 1 for the unit's current attributes.

Balance history Official balance changes for this unit, newest first. Each entry's Source opens the real patch notes.

12 changes
  1. Source ↗
    • Added [Startle the Horses] trait: ranged attacks can stop charging cavalry or cause them to deviate slightly from their path upon impact. Additionally increases damage against cavalry by 26% and reduces cavalry speed by 60% for 2 seconds.
    • Base Leadership: 225 → 210.
  2. Source ↗
    • Leadership 245 → 225.
  3. Source ↗
    • Base piercing armour penetration: 2614 → 2764.
    • Base piercing damage: 2698 → 2798.
    • Attack interval reduced by 20%.
    • Base ammo increased by 150.
  4. Source ↗
    • Base health decreases by 30%.
  5. Source ↗
    • Mastery node 1: Increases movement speed.
    • Mastery node 2: Increase rate of fire.
    • Mastery node 3: Increases movement speed.
    • Mastery node 4: Increase rate of fire.
    • Mastery node 5: Get an ammunition reward by killing one enemy.
    • Mastery node 6: Increases damage dealt to cavalry.
    • Mastery node 7: Increases damage versus long-handle units.
    • Mastery node 8: Each shooting increases stackable movement speed and damage.
  6. Source ↗
    • Unit size 18 → 21 soldiers.
  7. Source ↗
    • Leadership 255 → 245.
  8. Source ↗
    • Base health increased to 4,600 (was 3,898), health growth to 92 (was 77), base firing accuracy by 28%, and base rate of fire by 6%.
  9. Source ↗
    • Piercing Damage 2638 → 2698
  10. Source ↗
    • Resolved an issue where the Elite Kriegsrat Fusiliers' character model would disappear from Unit Detail.
  11. Source ↗
    • Basic Piercing Damage has been reduced by 108 points.
    • Fixed a rare problem where "Follow Orders' ' would not work on Kriegsrat Fusiliers.
  12. Source ↗
    • Slightly decreased the accuracy of Ironcap Arquebusiers and Kriegsrat Fusiliers.

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