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Empire of Man · fast cavalry
Outriders vs Pistoliers: which should you build?
Outriders vs Pistoliers is a real choice for anyone with the Empire Battle March box, so I decided to settle it with simulated volleys at equal points. I would build Outriders.
My short answer: build Outriders if you want dependable ranged fire. Five Outriders cost 95 points and fire up to 15 Strength 4 shots at 24 inches; five Pistoliers cost 80 points and fire up to 10 shots at 12 inches. Standing still, Outriders did about twice the damage. After moving, Pistoliers kept their output and Outriders did not.
How many simulations I ran
I ran 160 short-range volleys: ten per target for each unit, standing still and after moving, against four targets. I added a separate long-range test. These were the results.
I matched points with 9 Pistoliers and 7 Outriders rather than the five riders in the box, and each number rests on ten volleys, so the Outriders vs Pistoliers gap matters more than the exact figures.
9 Pistoliers (144 pts) vs 7 Outriders with champion and musician (145 pts), mean wounds per volley at short range: 3 inches for Pistoliers, 6 inches for Outriders. n = 10 volleys per cell
| Target | Pistoliers, stationary | Pistoliers, moved | Outriders, stationary | Outriders, moved |
|---|---|---|---|---|
| Knights | 1.6 | 1.8 | 3.1 | 1.1 |
| State Troops | 3.4 | 3.6 | 6.7 | 2.6 |
| Dregs | 4.0 | 4.1 | 8.0 | 2.7 |
| Rat Ogres | 2.1 | 3.4 | 5.6 | 1.5 |
I used 9 Pistoliers and 7 Outriders to match points, so the test shows the two roles rather than the output of a five-model box. At long range (9 against 18 inches), stationary Outriders averaged 5.1 wounds into State Troops against 1.4 for stationary Pistoliers, but those shots are not at the same physical distance.
Why moving changes the result
An Outrider carries a 24-inch repeater handgun: three Strength 4, AP−1 shots at BS4 (BS5 on the champion). Firing three shots costs −1 To Hit, and Ponderous adds another −2 after moving. A Pistolier carries a brace of 12-inch pistols: two Strength 4, AP−1 shots at BS3, and Quick Shot removes the movement penalty.
In my opinion stationary Outriders make an excellent shooting unit, while Pistoliers keep their fire as they reposition. I would use Outriders to hold a firing lane rather than expect full output after every move.
One thing to watch with Pistoliers
Pistoliers are Impetuous. If they can charge at the start of the turn, they must do so on a roll of 1–3, and that can wreck a planned volley.
See how both compare with Empire handgunners and Empire crossbowmen, or all my Old World shooting units.
My conclusion
Based on these results, I would use Outriders to hold a stationary firing lane and Pistoliers for fast harassment. I would not expect full damage from Outriders after they move.
FAQs
Are Outriders or Pistoliers better in the Empire Battle March box?
I would build Outriders. Five cost 95 points and fire up to 15 Strength 4 shots at 24 inches, and standing still they did about twice the damage of Pistoliers in my tests.
Do Outriders lose damage after moving?
Yes. Three shots cost −1 To Hit and Ponderous adds −2 after moving. Into State Troops they dropped from 6.7 wounds standing still to 2.6 after moving.
Why take Pistoliers?
Quick Shot removes the movement penalty, so Pistoliers kept their damage after moving: 3.6 wounds into State Troops against 3.4 standing still. They suit a fast harassment role.