Peasants are, generally speaking, pretty damn crap! The Almohad urban militia is a honourable exception to this rule. All the other units in this category range from utterly crap to slightly crap.
Almohad urban militia.
Charge 3 Attack 3 Defence 3 Armour 4 Speed 6, 10, 11 Morale 2 Cost 200 Support
cost 37
Almohad urban militia are very similar to the Catholic feudal men at arms. They
have a shield and a sword, just like the men at arms and they have the same
number of men in each unit (80). As far as use goes they should be used like men
at arms; put them in two ranks and on engage at will before marching them at
some spears or other infantry and letting them charge into battle. Almohad urban
militia don’t really need to flank so you can use them to hold a good front
line against infantry attacks. You should always endeavour to keep them far away
from cavalry or they will die very quickly. If you have no choice but to fight
cavalry with this unit put them in three or four ranks, try to find some trees
to put the cavalry at a disadvantage and mob the cavalry with as many units as
possible. This is an extremely solid unit and is a steal for its price. The
militia’s shield only has a 0.5 modifer.
Militia sergeants.
Charge 4 Attack 2 Defence 3 Armour 3 Speed 6, 10, 11 Morale 0 Cost 150 Support
cost 30
Militia sergeants are an upgrade of urban militia. They are peasant level
polearm troops so they have an armour piercing attack. Before the arrival of the
better polearms this is the best you can do, the sergeants are available in
early. Militia sergeants fair reasonably well against other early era units
however they become more and more disadvantaged as the eras go by. Statistically
they are the second best peasant unit but you must adjust your polearm tactics
in order to make this unit shine. Rather than charging into battle against
armoured units you should try to pin the armoured unit with another unit before
sending the militia in to attack from behind. You need to do this because most
of the early era armoured units are knights, men at arms and other elite level
badasses. Never try to take on a unit of knights or other elite heavy cavalry
head on with militia! They may have an advantage against cavalry and armour but
they will still be swept away, instead pin the cavalry with some spears and let
the militia attack from behind. Against particularly tough cavalry you may need
to pin the unit and attack with more than one unit of militia. Don’t use
militia sergeants against unarmoured targets if you can avoid it, as they
don’t seem to do very well in that kind of situation. This unit’s main
advantage is that it is the cheapest decent polearm unit and therefore quite
disposable. They are also quite easy to reach in the campaign game, making them
cheap to reach, cheap to build, cheap to keep and cheap to replace. They are
also quite handy in the desert because of their low armour – unlike many other
units the Catholics get they don’t come foil wrapped to speed cooking times!
Muslim peasants.
Charge 4 Attack -2 Defence -4 Armour 1 Speed 6, 10, 11 Morale –2 Cost 50
Support cost 37
Muslim peasants are the single most useless unit in the game. They are utterly
crap; they should be at home tending the fields rather than trying (and failing)
to fight. Their morale is horrible, their attack awful, their defence
non-existent. The only use for peasants is acting as a junk unit to absorb
missiles that might damage more expensive units. Peasants are also used for
pinning a unit while you carry out a flank attack or use destructive missiles
(for example naptha) on the pinned unit. However they are not very good at this,
as they tend to break and run away before you can finish your attack. If you
want a junk unit to use while pinning a target use the plain, simple spearmen.
For a more constructive, and suitable, use for your peasants you should use them
as garrison units in your campaign map provinces. Peasants are cheap to maintain
and fill the 100 man minimum quote well. They are just as effective at
maintaining a provinces loyalty as the more expensive units.
Peasants.
Charge 4 Attack -2 Defence -4 Armour 1 Speed 6, 10, 11 Morale –2 Cost 3
Support cost 37
Peasants are the non-Muslim version of Muslim peasants. They are identical
except in name and unit graphic. Don’t use them except as garrisons.
Urban militia.
Charge 4 Attack 2 Defence -1 Armour 1 Speed 6, 10, 11 Morale 0 Cost 100 Support
cost 30
Urban militia are the predecessor to the handy urban sergeants. They have
armour-piercing polearms coupled with not very good stats. They should be used
like their more advanced brothers – pin an armoured target and use the militia
to attack from the rear. Keep them away from unarmoured targets. Once you have
access to the militia sergeant you have no reason to use this unit.