well, I guess nobody mentioned here, but with the new European maps came new European outlaws. All 5 bring something interesting to the table although maybe a bit gimmicky, and hopefully people will start to experiment with them more.
The first, and possibly weirdest, is the Inquisitor. The basic description is it’s a combo of a Priest and a Spy, but there’s a lot extra there. It’s basic stats are: for 100c and 4 pop, you get a unit with 150hp, 4.5 speed and 20% melee resist. Their siege attack is 12 with a 1.5 RoF (effectively 24). They attack with a torch, so their melee attack deals siege damage (bypassing units with melee resist) with several multipliers: 2x vs all Cavalry, 1.5 vs vils, 10x vs Mercs, and 10x vs Heroes. They can also stealth and heal at a rate of 4hp/s. Their primary role seems to be as a spy replacement, but their other abilities lend versatility. In particular, I think you could use their stealth ability to effectively raid villagers. I wouldn’t call them anti-cav by any means, but they at least hold up better than you’d expect. Also worth noting, they’re tagged not only as Heavy Infantry and Hand Infantry, but also as Healing Unit. This means they’re affected by the tech Mission Fervor for more speed and hp.
Next is the Highwayman. At first glace, it looks like the Cowboy: ranged cav with a charged long shot. However, the Highwayman can dismount to change from a goon into a musk. For 115c 5 pop both have 155hp, the mounted version has 7.5 speed and 20% melee resist, while the dismounted version 4.25 speed and 20% range resist. The goon’s siege attack is 10, and its ranged attack deals 12 damage at 12 range with 3x vs Heavy Cav, 2.2x vs hand shock inf, 2x vs siege, and .5x vs villagers. The charge attack deals a flat 36 damage at 16 range, so that should do more damage too everything except for heavy cav. The pistolier has 20 siege, 12 ranged attack at 12 range with 1.3 RoF, a melee attack dealing 12 damage 1.5 RoF with 2x vs cav and 1.6 vs shock inf. its charged attack fires 3 shots at 12 damage each for 36 damage total.
Looking at them, I can’t help but think they fall short of their American counterparts. The mounted version is slightly cheaper than a Cowboy/Comanchero but has noticeably less hp and melee resist, while the dismounted version is more expensive, has worse siege and multipliers in hand combat than the Pistolero. Maybe with good management of switching between modes the Highwayman can rise above these deficiencies, but we’ll see.
The Cossack Daredevil arguably does the dismount gimmick better, because the different modes have more differentiated niches: mounted it’s a melee cav while dismounted it’s a musk. For 100c 3 pop, you get a unit with 165hp, 7 speed and 20% range resist mounted, 4.5 speed 20 melee resist dismounted. Both units have a charged ability, but instead of recharging over time it fills with every successful hit. The hand cav deals 15 siege, its melee attack deals 17 damage 1 RoF with 1.25x vs Heavy Cav and 1.15x vs hand shock infantry. The charged attack is a lance strike that deals double damage from 2 extra range and with 3 splash damage. The musk also has 15 siege, its ranged attack deals 22 damage from 12 range at 2 RoF, and its melee attack deals 17 damage at 1 RoF with 2x vs cav and 1.6x vs shock inf. Its charged attack deals 22 damage but at 16 range and has a .5 RoF, meaning you recover from the animation much faster and can quickly attack again. The flavor calls it a knife attack but it still does ranged damage for some reason.
Overall, I feel these compare much more favorably to different units. As a cav unit, the Cossack’s stats are rather lackluster, but it’s also very cheap. The dismounted version is even better, having more hp and damage than a Pistolero even before counting the charged attack. And the ability to switch between a hand cav and a musk means this unit can on the fly flip the counter system around, for example vs skirm.
The next unit is the Hajduk. This is one of the new anti-skirm units added to the game. For 110c 3 pop, you get a unit with 110hp, 4.5 speed and 30% range resist. It has 12 siege, deals 13 ranged attack at 18 range 3 RoF with 1.34x vs HI, 2x vs LI, .75x vs hand shock inf, and .75x vs cav, and it’s melee attack deals 6 damage at 1.5 RoF with the same multipliers. The Hajduk also has the new promotion mechanic. In this case, +15% hp and attack per rank. Compared with the Renegado, it has more speed and slightly more resistance, but less than half the attack (before promotion ofc). It also has the same horrendous firing animation. I’d say it ended up a bit underwhelming.
The last European outlaw is the Crabat. This unit has already caused a bit of a stir, with some quick to call it broken. I agree it’s strong, but I think by taking a closer look it can be put into better perspective. It’s a ranged cavalry with a short range and a potent melee attack. For 150c 4 pop you get 220hp 7 speed 25% range resist. Its siege is 10 with 1.5 RoF, it has 43 ranged attack at 8 range with .5x vs vils, and its melee attack deals 12 damage at 1.5 RoF with 4.5x vs heavy cav and 3.1x vs hand shock inf. It also has a promotion that increases hp by 15% and decreases RoF by 10% (increases firing speed 12.5%) per rank. Unlike units such as the Harquebusier and Oromo, the Crabat isn’t tagged as hand cav or heavy cav only light ranged cav, meaning they’re countered at range by skirmishers but not by dragoons. Clearly, it’s a strong and versatile unit but ranged infantry should so well vs it.
Overall, I think Euro outlaws have a nice variety to them, even if they are centered around showing off new gimmicks for KotM.