The statistics CA gives for the units are really meaningless. What i always want to know is how these statistics translate into actual kill damage. I found the stats interesting enough in themselves, and i'm sorry this is such a big block of text lol.
My first experiment involved how effective is it to hold your units fire until an enemy reaches close range. Unfortunately i didn't know the fire at will button affected accuracy, which according to the unit guide, it does.
My conditions: I took a group of 150 austrian line infantry and set them against a unit of 120 maharatan Sikh warrior melee infantry on Flanders with dry weather. Before the battle i would stretch my line as far as i could without using the increase rank buttons, meaning i got them into a row of 3 with only about 10 guys in the back row. Like this:
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With the CPU on easy they would head straight for my line, and for the units i marked here long i simply left them on fire at will, while the units on close i turned on fire at will at the lastest minute i could so they could get a volley out.
As soon as the Sikhs reached me i would record how many of them were left out of their unit of 120, quit, and changed a circumstance in the experiment. Most of the results i did 5 times and took an average of the results. Noone died in melee combat. Keep in mind this data is not a gurantee of how much damage will be done by a unit to any other. It is a very specific experiment, and the results should be used relatively. Just think "Oh, the line infantry does more damage at close range" because you could try these experiments and get results that are slightly greater or less than this. Please keep that in mind as you read over this data:
Early era line infantry, meaning without ranked fire, at close range:94 /120 Sikh warriors left. My infantry fired only one volley because of a lack of rank fire.
Early era line infantry at long range: 99/120 Sikh warriors left. yet again only one volley fired.
Late era line infantry, with ranked fire this time, at close range: 74/120 Sikh warriors left. 2 volleys fired.
Late era line infantry at long range: 83/120 Sikh warriors left. 3 volleys fired.
And for kicks i threw in Platoon fire too
Not very effective actually (I swapped out the 150 man Austrian Line Infantry for 120 man Austrian guards for this test because only elite infantry have platoon fire)
Long range left 101/120 sikh warriors alive, and only about half of my unit fired.
and close range left 109/120 sikhs standing, only about 10 guys fired out of the whole unit.
So, what all of this means is that the closer a unit gets in your firing range the more damage that your fire will inflict on the enemy. In the early era it's to your benefit to spread your infantry out as much as you can so that everyone in the first rank can fire, because before ranked fire the second rank exists to fill holes in the first rank.
Ranked fire helps immensely, and enables you to inflict alot more casualties upon your enemy. I personally think rank fire is the most important upgrade in this game, and really ramps up your fire power.
I'm honestly not sure how much of this is due to the fire at will though. Fire at will according to the unit guide i mentioned earlier is supposed to reduce accuracy, so i think an order to fire might actually inflict more casualties. Because without fire at will on the units wait for each other to reload before firing another volley
As for Platoon fire, i don't believe it's actually meant for inflicting damage on melee units, but it may impact morale a bit? Not quite sure though, on this i'm merely guessing.
The most important thing you need to learn to use close range volley fire is when to fire. Infantry tended to have a delay after i hit the fire at will button, and i ended up a few times witht he Sikhs on me before i loosed one volley! With cavalry, turn on fire at will as soon as they enter your range. With infantry i consider closer range to be within half of your range, with a little farther out being better with rank fire so that you can get 2 volleys instead of one.
Artillery:
The questions i wanted to answer with artillery was 'how do the different shell types operate?' I used the same kind of conditions for these experiments as i did for the infantry ones, i just swapped the line infantry with late era 24 pound, except the horses which were 6 pound, shot. Naturally my artillery got off quite a few more volleys than the infantry did. Also though these statistics aren't as hard though because artillery is really hit or miss lol. I may just have gotten lucky but i believe that it would have evened out across all the artillery types. My settings are on ultra for the units so each unit has 3 artillery pieces.
Horse artillery works the same for damage as the bigger foot artillery, it's just the foot artillery does more damage to buildings.
Round shot left 107/120 Sikhs alive to reach the cannons.
Canister shot left 94/120 Sikhs alive, but this can't be right because my arty only fired 2 volleys, due to the massively decreased range cannister shot has, and the second one didn't kill anyone at point blank range.....
Shrapnel proved quite amazing leaving 79/120 Sikhs
With howitzers i noticed that they have pretty good accuracy at anywhere in between the end of their range and the closest 1/3 of it. Closer than 1/3 of their range they couldn't hit at all, with the shots sailing over their heads.
Round shot left 114/120 Sikhs alive
Percussive shells left 76/120 Sikhs alive
Quicklime shells left 92/120 Sikhs alive
Please consider these statistics comparable with mortars too because mortars have the same shell types, it's just they're immobile and their range is litterally as big as the flanders map. Oh and their round shot bounces straight up into the air.
I didn't test the damage for rockets, but i noticed a couple of patterns in that the rockets spread out along a line, meaning that the more spread out a unit is, the more likely a rocket be to do some damage, and also rockets cluster closer together the closer the target is.
Just for kicks i decided to test the Puckle gun out and found that it actually kills more effectively than a ranked fire line at close range.
only 66/120 Sikhs were left alive after the Puckle gun got out six volleys in the same range as a canister shot!
So therefore i would say your artillery choice depends on the terrain and the range you think you're going to be engaging your enemy at. If the terrain is hilly you want mortars or howitzers, and if it's flat you want regular cannons. If you want range, again use mortars howitzers or rockets, and if not use the puckle gun or some kind of cannon. I believe that the most effective type of bombardment is using shrapnel at long range, and then switching to canister at close range to get the most use out of your cannons, but whatever you think works works.
so with those out of the way i actually enjoy these types of experiments, and if you have any questions that you think could be experimented with feel free to reply on this thread and i might give it a whirl. If you have data that contradicts this feel free to show me, and i'll use your way and test it out to see if i'm wrong.




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