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  1. #1

    Default Your army combinations

    I was playing and I had good tactics but my army sucks. I want a more reliable army, so I want to hear your inputs on what good units to have in your army.

  2. #2
    Soveriegn's Avatar Miles
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    Default Re: Your army combinations

    it all depends really on what rules you are under but here's some help:

    stronger infantry on the flanks, weaker ones in the center, with some "mediums" in the center too to hold up the line

    at least 2 cav on either flank, hopefully one of these is carrying guns

    rifles in front of main battle line and any militia units in between rifles and main battle line

    do not bring art unless you are good with it and can move with it-if it slows you down too much and are unable to attack efficiently with it-ditch it and just get more infantry


    ALWAYS ATTACK-when you start off you will get slaughtered, but you will eventually hold your ground

    save battle replays so you can see what people are doing to you/see what needs improvement
    Fight for Old Glory!



  3. #3

    Default Re: Your army combinations

    In general, keep your line to the center and experiment with dispersing your skirmishers and cavalry on the flanks in various patterns. I always try to break my army down into 3 or 4 groups (I use the group command to make them all move together) when I set up so that I can move large chunks of my army efficiently. I try to make these chunks contain all the unit types that they will need to do the job I want them to do - for example, my flanking cavalry chunk might contain 2 carabineers for harassing fire, and a heavier melee cavalry type in the middle to give the group some charging capability and provide some deterrent to enemy cavalry like uhlans. My line chunk, meanwhile, might consist of 2 cheaper line units flanking an inspirational line unit such as superior line infantry or guards, with a rearguard of grenadiers or some other indirect fire-type unit like Armenian archers. This chunk would be intended as a sort of wall to push my enemy around with, or a hammer with which to bash my enemy against another "wall" chunk. The normal line are there to soak up hits and provide extra firepower, while the inspirational line is there to keep them from breaking under the punishment. The grenadiers in back are to guard against flankers and hurl grenades into any melee fights my line gets caught up in.

    Basically, try to put together groups of units that will work well in combination with each other - you want an army that works toward a common purpose, with every unit in that army doing some kind of specific job to attain that purpose.

    For example, I have seen armies built for the specific purpose of wearing their enemies down through harassment before finishing them off with a final blow -these types usually take greater numbers of missile cavalry and skirmishers. The missile cavalry is used to disrupt enemy formations, while the skirmishers whittle down enemy unit size and morale while looking for valuable targets to snipe (cannon or cavalry, usually).

    I have also seen armies built to overwhelm the enemy through sheer force of numbers. These armies usually take a preponderance of cheap line units, sometimes tempered or even replaced with melee (especially native american or maratha armies attempting this strategy).

    Finally, there are armies essentially intended to serve as mobile firing platforms - these armies take a good number of units with high defense, skirmishers which can place stakes, highly mobile artillery, and heavy cavalry. These armies intend to move to an easily-defended position in the terrain, such as a hill or corner, set up defensive positions, and pound the enemy with their artillery. Their heavy cavalry provides a screen against enemy harassment while they move their artillery into position, and their defensive units provide a defensive formation to protect their artillery with. The artillery then does the majority of the killing, either through shrapnel shot at range or (ideally) canister shot face-to-face.

    Every unit in the army should be tailored to fit a role in the type of game you want to play, and when you get into battle, try to play that game even if it seems like it will not work against the enemy. This is advice for beginners; later on you need to focus on making armies which are more versatile.

  4. #4
    TheAussieDigger's Avatar Ducenarius
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    Default Re: Your army combinations

    at least 4-5 cav with 1 missle cav max, they are pretty poor now with their reduced range
    1 or 2 art if u like it and think about the map when choosing art between horse art, foot art and howies
    on flatlands probably 4-5 rifles
    anything with hills 4 light inf total with 1-2 rifles incl.
    the rest line with a guard or two and a militia or two for the all important meatshield if u use it


  5. #5

    Default Re: Your army combinations

    I will make one blanket comment on unit combinations that I believe is applicable in more or less every single army.
    - Regardless of whatever army or style you choose to implement you really should invest in atleast 1 unit (and often more) with the inspire trait to be deployed in your core force. So many times I see armies that don't have a single inspiring unit and they are immensly fragile because of it. You can't simply spam a lot of line or sikh warriors and expect it to work against an enemy who deploys shock tactics against you from explosive shots/canister shots/lancers/elephants/massed rifle fire/etc. Armies without the inspire trait in there ranks will break apart when the hits the fan.

    If your a European you can incorporate a unit of guard/superior line (or janissaries) into your main line to give you this boost, or hold them in reserve. Alternatively if that doesn't fit you style you can take household cavalry or the dirt cheap general bodyguard and hold them into reserve close to you line. Likewise, a marathas player will always do better by making sure at least one of his units of elephants is a generals elephant unit and hold it in reserve neer his main body of force. A natives player can also make similar choices between medicine men and warchiefs bodyguard. There is also several DLC units that have this trait.
    Quote Originally Posted by TheAussieDigger View Post
    at least 4-5 cav with 1 missle cav max, they are pretty poor now with their reduced range
    I have found missle cavalry perfectly fine and viable. They are generally most effective when used to pester the enemies expensive heavy cavalry into charging before counter charging by sending in you own. There are more missle cavalry in the game than light dragoons as well I remind you, many of which are disgustingly cheap and come with the good stamina perk. I generally take about 50% of my cavalry force as missile cavalry as a European faction.
    Last edited by Asymmetric; February 17, 2010 at 08:24 AM.

  6. #6
    hannibalic's Avatar Libertus
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    Default Re: Your army combinations

    I have found missle cavalry perfectly fine and viable. They are generally most effective when used to pester the enemies expensive heavy cavalry into charging before counter charging by sending in you own. There are more missle cavalry in the game than light dragoons as well I remind you, many of which are disgustingly cheap and come with the good stamina perk. I generally take about 50% of my cavalry force as missile cavalry as a European faction

    I had 2 units of regular cossack cavalry get charged by 2 curaiseers coming downhill and the cossacks routed them. My infantry was nearby, but advancing so it was just the cossacks fighting. I'm assuming the amount of enemy nearby had an effect on their morale, and also made him withdraw his cavalry so he probably suffered from that morale loss too, but it was a proud moment. Keep a unit of attaman with them for inspiration and run them all over the battlefield harrasing and disrupting. Attack opposing heavy cavalry and try and get them to chase you. When they stop, repeat.

  7. #7

    Default Re: Your army combinations

    I would suggest starting off by incorporating every type of unit in your army. What I notice is a good player may come to battle with a good army, good strategy but fails to combine units in such a manner that gives him an advantage in a skirmish. Having a good array of units allows you to combine units in order to exploit the weakness of the enemy. This may require you to pull apart the enemy's forces and will require a decent amount of micro on your part.


    This is the difference in my opinion between a good player and an excellent player.

  8. #8

    Default Re: Your army combinations

    I think the interesting part of this game is that no single build is the best. Even the standard 6 rifle, 6 line/guard, 6 cav, etc... kinda "balanced" build can lose to another army meant to target this setup. I think you have to read your opponents intentions with the map being played and the faction that he chooses to decide what build to use. For example, Homestead and Syrian Ridge are not maps that are great for rifles (compared to grassy flatlands), so expect him to rely more on other units. If he takes rifles, than it's really a handicap on his part and whatever you ended up taking is so much the better usually.

    If you're still learning the ropes, then take the "balanced" approach until you get the hang of things.

  9. #9

    Default Re: Your army combinations

    Quote Originally Posted by aletoledo View Post
    I think the interesting part of this game is that no single build is the best. Even the standard 6 rifle, 6 line/guard, 6 cav, etc... kinda "balanced" build can lose to another army meant to target this setup. I think you have to read your opponents intentions with the map being played and the faction that he chooses to decide what build to use. For example, Homestead and Syrian Ridge are not maps that are great for rifles (compared to grassy flatlands), so expect him to rely more on other units. If he takes rifles, than it's really a handicap on his part and whatever you ended up taking is so much the better usually.

    If you're still learning the ropes, then take the "balanced" approach until you get the hang of things.

    Actually, in early period 1 GB and 19 strelets is unbeatable

    Unless the other guy brings 20 cav and runs around the map waiting for you to quit

  10. #10

    Default Re: Your army combinations

    Quote Originally Posted by Asymmetric View Post
    - Regardless of whatever army or style you choose to implement you really should invest in atleast 1 unit (and often more) with the inspire trait to be deployed in your core force. So many times I see armies that don't have a single inspiring unit and they are immensly fragile because of it. You can't simply spam a lot of line or sikh warriors and expect it to work against an enemy who deploys shock tactics against you from explosive shots/canister shots/lancers/elephants/massed rifle fire/etc. Armies without the inspire trait in there ranks will break apart when the hits the fan.

    If your a European you can incorporate a unit of guard/superior line (or janissaries) into your main line to give you this boost, or hold them in reserve. Alternatively if that doesn't fit you style you can take household cavalry or the dirt cheap general bodyguard and hold them into reserve close to you line. Likewise, a marathas player will always do better by making sure at least one of his units of elephants is a generals elephant unit and hold it in reserve neer his main body of force. A natives player can also make similar choices between medicine men and warchiefs bodyguard. There is also several DLC units that have this trait.
    I just today ran into a perfect example of a lack of inspiring units resulting in a massed rout.

    I was taking my Marathas for a spin and ran into this British build. In this replay watch how fast the British line center falls apart in a shootout with my Sikh musketeers and additional threats. Some of the British line breaks with just 10% loses. Had there been one unit of guard there it would of been much harder to shift.
    Last edited by Asymmetric; February 17, 2010 at 12:54 PM.

  11. #11

    Default Re: Your army combinations

    Quote Originally Posted by Asymmetric View Post
    I just today ran into a perfect example of a lack of inspiring units resulting in a massed rout.

    I was taking my Marathas for a spin and ran into this British build. In this replay watch how fast the British line center falls apart in a shootout with my Sikh musketeers and additional threats. Some of the British line breaks with just 10% loses. Had there been one unit of guard there it would of been much harder to shift.
    Good army set-up. I like how he was shooting at the cheapest unit you had. If you're gonna bring cannons, at least make sure you know what you plan to do with them.

  12. #12
    TheAussieDigger's Avatar Ducenarius
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    Default Re: Your army combinations

    Quote Originally Posted by Asymmetric View Post
    I have found missle cavalry perfectly fine and viable. They are generally most effective when used to pester the enemies expensive heavy cavalry into charging before counter charging by sending in you own. There are more missle cavalry in the game than light dragoons as well I remind you, many of which are disgustingly cheap and come with the good stamina perk. I generally take about 50% of my cavalry force as missile cavalry as a European faction.
    50% or more was too much in 1.4-5 imo

    missile cav for me are too unstable


  13. #13

    Default Re: Your army combinations

    Here is an example of using a good combination army. I accidentally forgot to bring a cannon which would have replaced a Sikh warrior but it worked either way. This is a balanced build, where there are no more than 4 of any unit.

    This replay also shows a coherent strategy that is implemented from start to finish. The timing of each unit was initiated at a certain time. Since there are so many moving parts, one indication that it's working is when the opponent can't decide where to respond. Having multiple fronts is also a good way to push the opponents ability to micro.

    I've been working on Maratha for a week and I am finally getting the hang of them. They were really frustrating to use at first, especially against those who use the cheesy tactic of making you chase them all over the map. I've gotten a little better at beating that, but it's still a pain.

  14. #14
    The_Valiant's Avatar Semisalis
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    Default Re: Your army combinations

    Quote Originally Posted by TheAussieDigger View Post
    50% or more was too much in 1.4-5 imo

    missile cav for me are too unstable
    I find missile cavalry to be just as effective as LDs. The only problem is they dont hold as well in a charge. So I incorporate, for instance, some carabineers and hussars or lancers for the melee.
    One's back is vulnerable, unless one has a brother.
    - The Saga of Grettir the Strong

  15. #15
    The_Valiant's Avatar Semisalis
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    Default Re: Your army combinations

    It differs from faction to faction and map to map.

    For my build, I usually go with Poland-Lithuania. My reasons are they have great cavalry. They have decent line and guards, as well as havig the ability to purchase regualr riflemen. I have 3 winged hussars, 6 line, 3 guard, and either two- three rifles and a howitzer or 4 rifles.
    One's back is vulnerable, unless one has a brother.
    - The Saga of Grettir the Strong

  16. #16
    TheAussieDigger's Avatar Ducenarius
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    Default Re: Your army combinations

    im sure the camel gunners were pleased with ur tactics

    they are quite useful now though.
    now that they have 90 range and everything else has 70, its good to get a shot off on opposition cav first


  17. #17

    Default Re: Your army combinations

    Quote Originally Posted by TheAussieDigger View Post
    im sure the camel gunners were pleased with ur tactics

    they are quite useful now though.
    now that they have 90 range and everything else has 70, its good to get a shot off on opposition cav first
    The first two units of camels were pretty badly mauled, one breaking, the two following camels came out of the stakes with just a few scratchs. So all his stakes managed to do was kill about 600-700 gold worth of cavalry. Fair trade in my book, given he was then in an utterly screwed position.

    * * *

    I have grown to greatly appreciate the role camel gunners fill in my army (when I'm not simply using them to clear stakes )

    Mainly because they are simply that cheap. 480 gold there a bargain, thats getting into miltia prices and frankly I don't care if they die in droves to the enemy if they serve a purpose. Sure their slow in cavalry terms and their melee attack stat is truly terrible at a value of 5 but who cares when you can blast enemy cavalry safely from 90 yards away. Then theres the fact they cause fear to nearby enemy horses. Since they are quite likely to be charged by the enemys cavalry at some point this is perfect. All you have to is pile your own proper cavalry into the fight (sipahis, DLC units) and then enemy will be fleeing in no time at all.

    Even if pindari horsemen didn't already cost 50 gold more than camel gunners I still would take the camel gunners over them for screening.
    Last edited by Asymmetric; February 19, 2010 at 09:35 PM.

  18. #18

    Default Re: Your army combinations

    Quote Originally Posted by Asymmetric View Post
    Then theres the fact they cause fear to nearby enemy horses. Since they are quite likely to be charged by the enemys cavalry at some point this is perfect. All you have to is pile your own proper cavalry into the fight (sipahis, DLC units) and then enemy will be fleeing in no time at all.
    Very true. I had a battle where I routed 6 light dragoons with one or two Sipahis and a camel gunner near.
    (I know, lds suck in melee and morale-wise, but 6 should be able to defeat a Sipahi...)
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  19. #19

    Default Re: Your army combinations

    I generally tend to bring a lot of cav, 2 howitzers and then divide the rest by skirmishers and line inf. I usually end up with around 8 cav on high gold matches. Then I just wait for the perfect moment to strike.

    As for rules I tend not to join any game that doesnt let you use any unit but fixed art (which I don't use anyway, being an offencive player).

  20. #20
    The_Valiant's Avatar Semisalis
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    Default Re: Your army combinations

    Quote Originally Posted by Cedy View Post
    I generally tend to bring a lot of cav, 2 howitzers and then divide the rest by skirmishers and line inf. I usually end up with around 8 cav on high gold matches. Then I just wait for the perfect moment to strike.

    As for rules I tend not to join any game that doesnt let you use any unit but fixed art (which I don't use anyway, being an offencive player).
    Fixed artillery can be used in offensive actions, and not just in fort battles. Just use some cavalry to lure enemy forces within your range of fire as your infantry are advancing.
    One's back is vulnerable, unless one has a brother.
    - The Saga of Grettir the Strong

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