Hand Cannoneer

ram: 2

Spearman: 1

Building: 0

Archer: 0

Gunpowder unit: 0

Anti-leitis: 0

The **Hand Cannoneer** is a gunpowder unit that can be trained at the Archery Range once the Imperial Age is reached and Chemistry is researched. It has a powerful attack, but low hit points and low accuracy at range.

## Tactics

Hand Cannoneers have a powerful attack but have a slow firing rate, and their shots fly off in random directions (within radial proximity to the vector leading to their target), so their accuracy at long range is poor. They do +10 bonus damage against all infantry except Condottiero and another +1 against Spearmen, and their accuracy is less of a problem against the larger cavalry, making them deadly at close range. If maneuvered properly, Hand Cannoneers may also take down siege weapons with great efficiency.

Hand Cannoneers are treated to be archers (even though they use firearms) in the damage calculation, so Skirmishers and Huskarls have attack bonuses against them, and Huskarls also have a high defensive bonus against their piercing damage. They are of course also gunpowder units, giving Condottieri an attack bonus against them as well. Being foot units, they are also vulnerable to Mangonels and Scorpions, and they perform poorly against towers and Castles. The food cost of Hand Cannoneers also makes them odd to work with, so special situations or builds are needed in order to use them appropriately, like a Fast Imperial strategy (in closed maps).

## Civilization bonuses

* Italians: Hand Cannoneers are 20% cheaper.
* Koreans: Archer Armor upgrades are free.
* Portuguese: Hand Cannoneers cost 20% less gold. All technologies benefitting Hand Cannoneers are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Hand Cannoneers don't cost gold. Hand Cannoneers fire 17.6% faster.
* Tatars: Hand Cannoneers deal 50% bonus damage from cliffs and elevations.
* Turks: Hand Cannoneers have +25% HP. Chemistry is free.

## Team bonuses

* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Hand Cannoneers are created 20% faster.
* A team containing Malians: Researching Chemistry is 80% faster.
* A team containing Teutons: Hand Cannoneers are more resistant to conversion.
* A team Containing Turks: Hand Cannoneers are created 25% faster.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor upgrades at the Blacksmith is 80% faster.

## Changelog

### *The Age of Kings*

* Hand Cannon needs to be researched in order to train Hand Cannoneers.
* Hand Cannoneers have an accuracy of 55%.
* Hand Cannoneers have an attack bonus of +8 against infantry.
* Turks: Hand Cannoneers have +50% HP.

### *The Conquerors*

* Hand Cannon was removed from the game, and Hand Cannoneers become available as soon as Chemistry is researched.
* Hand Cannoneers now have an accuracy of 65%.
* Hand Cannoneers now have an attack bonus of +10 against infantry.
* Hand Cannoneers receive an attack bonus of +1 against Spearmen.
* Hand Cannoneers receive an attack bonus of +2 against Rams.
* Heresy introduced.
* Turks: Hand Cannoneers now have +25% HP.

### *The Forgotten*

* Italians: Hand Cannoneers are 15% cheaper.

### *The African Kingdoms*

* Italians: With patch 4.8, Hand Cannoneers are now 20% cheaper.

### *Definitive Edition*

* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 39284, Hand Cannoneers cost 20% less gold.
* Portuguese: With update 42848, all technologies are researched 30% faster.