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Watazka G

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Use 2 types of stack.

Combat stack - CW+a few units extra Inf / 4 Cav / CW Art
Reinforcements stack - CW Inf + optionally 2 Cav

Engage with Combat stacks then reinforce them with pure infrantry stacks as your main army takes casualities.
 
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Zarine

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I'm all for a same amount of INF and ART toward the end game.
During the first period, an art is mostly for siege and wouldn't impact that much on combat.
The mid period, I would go for more INF than ART
And in the end, I would have as much ART as I have INF, it's so much more efficient.

Regarding cavalry, I try to have 4 cavalries in each battle, doesn't matter if in one army or multiple armies that are expected to merge for battle.


Also, at game start, if money isn't an issue but manpower is, I tend to go for far more cavalry than 4 as they are more powerful than infantry for the same amount of men, thus saving men and giving more power for money.
 

Johan

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If normal western i use CW inf+4 cav, and CW art for battle armies. I also use loads of CW inf 'corps', to reinforce, rotate or pin down enemy stacks. yes, its easy against the AI, but if you dont play the same way, you may end up doing mistakes against a competent opponent.
 
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Politic Revolutionnaire

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pedrito_elcabra

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It's all very situational, depending on your environment, size and location.

For example, if I'm playing a large country such as Russia, I'll have "self-sufficient" armies in the east, consisting of
CW+4 / 4 / CW
These armies are designed to control areas, and fight on their own. Because most eastern enemies are weak, usually a single army is enough to fight a war and take care of rebels.
However in the west, I'll almost always fight strong and numerous enemies, and my armies will never really fight alone, always in combination, so there I use
CW+4 / 2 / CW/2
These armies are smaller, allowing me to field more of them and control more strategic favourable terrain spots. Whenever they are engaged another army isn't far, so I'll get the full artillery line anyway.

Now when playing the HRE, especially during later stages of the game, I often use armies like
CW*2 / 4 / CW
The reasoning here goes as this, supply limits are larger and high forts are common, meaning I can stack more units without attrition. Also, in the HRE movements are extremely fast, and the last thing I want is one of my armies engaged by a strong enemy general who'll be able to decimate my infantry in days and start pounding the artillery, possibly stackwiping me. So here goes a lot of extra infantry.

When playing the Americas I tend to use much smaller armies in pairs, due to the low supply limits. The AI is terribly at keeping unnecessarily large stacks, especially in USA and Mexico.

And early game warfare is an entirely different animal, generally I stick with 1 artillery and as much horse as the support will allow, calculating for a safety margin of a few infantry regiments.
 

yerm

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I generally have a stack (and later several) that's almost all infantry, with 4 cav and one or two cannons. I then run around with 2/0/10 stacks (that 10 can vary) which siege and reinforce. I don't want to run around with an army that's CW+4+CW in total size eating attrition, which leaves the option of basically either running two half-armies or running a frontloaded army and reinforcing with the cannons. If I'm worried about being caught out or it's in like northern France where attrition is a nonfactor I'll just merge the cannons in, which includes a handful of extra infantry when done, and the result is usually a doomstack with a half dozen extra inf and 1 extra cannon.

Arty are weak early game in combat but remember they siege like champs. Don't merely value only what they contribute in their expensive back row lineup, but also factor in how devastatingly faster you can siege with a half dozen cannons to throw around at tech 7-8ish. It comes down to whether your bottleneck is paying for armies and winning battles or just how fast you siege those OPM forts.
 

Korashy

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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).

I don't worry too much about army composition because it's constantly changing throughout my wars as I add mercs and consolidate regiments.

Basically this. If come midgame you are still using mostly actual infantry you are doing it wrong. Mercs are better than ever now.
 

Politic Revolutionnaire

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Basically this. If come midgame you are still using mostly actual infantry you are doing it wrong. Mercs are better than ever now.
Better now? Now you are limited in the percentage of your army that can be mercenaries though they do have nice new perks
 

Korashy

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Better now? Now you are limited in the percentage of your army that can be mercenaries though they do have nice new perks

I use mercs a lot, and I've never actually ever hit the percentage cap, in terms of how many mercs I wanted/could afford and how many are available. With Administrative (which is a usual early pick for many people) and 100% prestige, you have a lot of mercs available.
 

Politic Revolutionnaire

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I use mercs a lot, and I've never actually ever hit the percentage cap, in terms of how many mercs I wanted/could afford and how many are available. With Administrative (which is a usual early pick for many people) and 100% prestige, you have a lot of mercs available.
As a smaller country you likely won't hit the limit because it's 20+FL/3 yet as a large nation it's surprising easy
 

Korashy

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As a smaller country you likely won't hit the limit because it's 20+FL/3 yet as a large nation it's surprising easy

Why would you stay small though? unless you are landlocked in the HRE, there are always ways to not be small after the first 30-40 years.

edit: sorry missread that.

Even for large countries, 25% increase mercs from admin, is enough to provide you with the merc infantry you need. I usually have money issues before I run out of mercs, but I also tend to give each stack 5 art and 4 cav early so they can siege independently.
 

Politic Revolutionnaire

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Why would you stay small though? unless you are landlocked in the HRE, there are always ways to not be small after the first 30-40 years.

edit: sorry missread that.

Even for large countries, 25% increase mercs from admin, is enough to provide you with the merc infantry you need. I usually have money issues before I run out of mercs, but I also tend to give each stack 5 art and 4 cav early so they can siege independently.
Depends on country doesn't it
 

grommile

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As a smaller country you likely won't hit the limit because it's 20+FL/3 yet as a large nation it's surprising easy
If you haven't got an LFL idea in play, you need to exceed 1000 effective development before your merc limit drops below 50% of your LFL.

At 1000 development, you should have enough manpower to be able to accept casualties among regulars.
 

hwoosh

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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 micromanage

What do you mean? All compositions "suffer casualties". Why would you think that 12/2/10 suffers less casualties than 10/4/10?

Besides, you can't speak in blanket terms as if stack X is always going to outperform stack Y. It partly depends on the disposition of the army they're facing.
 

Politic Revolutionnaire

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What do you mean? All compositions "suffer casualties". Why would you think that 12/2/10 suffers less casualties than 10/4/10?

Besides, you can't speak in blanket terms as if stack X is always going to outperform stack Y. It partly depends on the disposition of the army they're facing.
Yes all armies sustain casualties that's why you need Extra infantry to cover the cannons