Unless you have amazing manpower recovery speed is 10 4 10 and other similar army compositions really bad since you will end up with cannons on the front lines and too few infantry is 14 4 10 better?
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Yeah i meant reinforce speed with 10 2 8 though arent you losing flanking potential?I tend to use 10-2-8, unless I have some special national ideas, and am doing well with that. In general I try to go with around 50% more infantry & cavalry compared to artillary to compensate for losses in battle. 10-4-10 should actually work for eastern / cavalry specialised countries.
Also manpower recovery speed has nothing to do with how effective your army composition is. That's just how much your manpower pool grows each month. If anything you mean reinforce speed; and even that is irrelevant. Just consolidate your infantry and fill your armies up with infantry mercs.
AFAIK only 4 cav can flank at the same time. (Or was it 6?) Since I usually send 2 (or even more) armies into a battle, more than 2-3 cav / army would be too many. Those 20er stacks are mostly for standing around without taking attrition.Yeah i meant reinforce speed with 10 2 8 though arent you losing flanking potential?
I tend to delete my forts so i usually can afford such extravagencies though it is inefficientWell.. for me early game money is often important. And it is more effective to be at force-limit with lots of infantry than to have only half your force-limit but lots of art. / cav. Also, early game art isn't all that strong.
Early game I tend to use 10-4-4 or 10-2-4 depending on money & national ideas (With Poland I use 10-6-4) until I can afford to field my 10-2-8 armies. If I am playing a poor country or Russia I often use 12-2-6. With cavalry specialised countries like Poland or Hungary I use more cav (because I want it for more than just flanking). Someting like 8-6-8 or 10-6-8 after westernising usually works.
Unless you have amazing manpower recovery speed is 10 4 10 and other similar army compositions really bad since you will end up with cannons on the front lines and too few infantry is 14 4 10 better?
Force limits are but a number. If you can afford to, it makes perfect sense to build up to near your forcelimit with cavalry and artillery only and hire merc infantry as needed (and maybe some regular inf for the colonies or rebel hunting).Depends on your force limit.
If you have 100k troops, then having 50% of your troops be cannons is just a complete waste. Even if HALF your army has a fight you'll have 25k cannons on the backline, more than enough to fill it and no reinforcements for the front line.
Realistically going like 16-4-10 is better.
Absolutely. Now let me expose my heresy that figure ratios per se are not that important...I always try to have 4 cavalry when playing western as only 4 cav can flank at a time. Any less than 4 and you lose potential flanking damage, anymore and you just have them doing nothing but wasting money...
The problem is that 10 2 10 or 10 4 10 and other similar compositions suffer casualties and 14 4 10 or 12 2 10 would accomplish the same without the need to micromanageWhy would you think you'd end up with cannon on the front row with that composition? All the cannon would be protecting all the infantry, and in fact it's a very strong stack as long as you have enough morale and other quality modifiers for your infantry to hold the line while your art and flanking cav batter the enemy.
If you're worried that your infantry will in fact rout and your cannon will end up on the front line, what you want to do is bring enough inf into battle *on the first day* to get the flank advantage, as much art as you can afford up to the combat width, then bring extra inf reinforcements into the battle afterwards.
In fact, if you're focused on winning a given battle decisively, and if you can stand the micro, it can be well worth it to bring extra cav in the first day of battle—even enough cav to fill your entire front line with no inf—since, in general, cav units pack a bigger punch than inf. But because the algorithm automatically uses only enough cav to flank, assuming you have enough infantry, you have to deliberately subtract inf from your front line in order for all the extra cav to be used. Then you time a second stack of inf to arrive in battle on Day 2 of the battle, so you don't suffer insufficient support. Even if you don't care to do this kind of mental arithmetic and troop movement micro for every battle, understanding how the troop disposition algorithm works is an important step to mastering battles.
By the same token, you should be thinking less in terms of "what go-to stack composition should I be using?" and more in terms of "how many regiments and of what type should I be bringing against this enemy stack in this particular situation to defeat them with maximum efficiency?"