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Riekopo

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Apr 24, 2013
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So it seems like certain tactics are made available to flanks if their troop composition is a certain way. I've been able to get I think 4 tactics available for a flank at any one time. I assume the more tactics that are available to a flank the more effective they will be in combat.

Is there a composition that allows for every tactic to be unlocked at the same time for a flank? My guess is that would be the closest thing to 'perfect' that there is in the game.
 
My standard army OoB is as follows:
Left and Right flanks - 1 Guard, 1 Inf, 1 Light Inf, 2 Cav, 1 Arty.
Center - 1 Guard, 1 Inf, 1 Light Inf, 1 Cav, 2 Arty.
Reserve, 1 Guard, 1 Inf, 1 Light Inf, 1 Cav, 1 Arty, 2 Supply
Total of 25 units that fit nicely into 5 transports

I also usually have a "Pursuit" deck that is:
Left, Right and Center - 2 Light Inf, 2 Cav, 1 Mobile Arty (Cav)
Reserve - 1 Light Inf, 1 Cav, 1 Mobile Arty, 2 Supply
Total of 20 units that are fast and fit into 4 ships and can pursue or cut off enemy units from supply.
 
In reality tho you clickety click 5 infantry each in a number of provinces, same with 4 art each and then one or twi with 2 cavalry. Then as you need troops you gather up whatever has built itself and toss it into the fire. There is in effect no control over troop types. Which is quite sad.
The game would have benefitted from a divisional design and then building whole armies instead of battallions.
 
I play "The Gods" mod, so each wing has 1 grenadier, 1 infantry, 1 light infantry, 2 cavalry, and 2 artillery. This unlocks all options in the mod. For symmetry, I have a reserve of those 7 units and 2 supply wagons. This is about 47.6K strength, which varies by country. 2 or 3 of these groups can handle most AI armies.
 
I play "The Gods" mod, so each wing has 1 grenadier, 1 infantry, 1 light infantry, 2 cavalry, and 2 artillery. This unlocks all options in the mod. For symmetry, I have a reserve of those 7 units and 2 supply wagons. This is about 47.6K strength, which varies by country. 2 or 3 of these groups can handle most AI armies.
What do you mean by 'options' ? Like tactics during battle?
 
My biggest problem is to organize the divisions in an easy way. I wonder if a mod can have some kind of UI like EU4 to handle predefined armies, like 2 guards 1 inf 1 cavalry, and creating them easily
 
Sorry, but that seems beyond the game's limits. One thing you can do is set a merge destination (found at the bottom right of the province screen) for units to head to as they are built.
 
My biggest problem is to organize the divisions in an easy way. I wonder if a mod can have some kind of UI like EU4 to handle predefined armies, like 2 guards 1 inf 1 cavalry, and creating them easily

Nothing I know of does that. and don't forget the artillery in that build.
 
As SAS says, opening armies are short in artillery, light infantry, and cavalry. Fleets are short in frigates and transports. Those are your first builds, along with as much infrastructure as you can afford to go in debt for.
 
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I use this table as guide (lacks Supply Trains).
Non selectable tactics in red.
You got some lighter through heavier kind of Divisional builds.