Good pointIf 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.
Good pointIf 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.
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.
Yes all armies sustain casualties that's why you need Extra infantry to cover the cannons
Yes all armies sustain casualties that's why you need Extra infantry to cover the cannons
from 1.14 patch changelog:Where do you see percentage cap? I couldn't find it.
10 - 4 - 10 is indeed a terrible battle composition. You need actually a lot more infantry + cavalry than your combat width in order to make sure none of your combat width cannons ever take any damage. If your front line is close to your combat width, you will very quickly start taking damage on your cannons, which take double damage and are very costly.
Generally, you should organize your army as follows (for multiplayer):
1) Primary stack: CW+6 infantry (60+% mercs), 4+ cavalry (depending on your cavalry combat modifier), CW cannons;
2) Secondary stacks: CW+6 infantry (20+% mercs), 4+ cavalry (depending on your cavalry combat modifier), CW cannons;
3) Reinforcements stacks: CW infantry (0% mercs), 0 cavalry, 0+ cannons;
Concretely, at mil tech 14 you want your primary stack to be 35 (20mercs + 15 regular infantry)/4/29. Since that stack is higher than the supply limit you should only have it at war. You probably want to divide it in two stacks during peace time that can quickly be united. However during war it is preferable to initiate battles with a stack that deals full damage on the first ticks despite taking some attrition damage to reinforcing with another stack that has the other half of cannons one or two days late.
For long battles you do not want secondary stacks to reinforce your primary stack if possible because you will be needlessly taking attrition on cavalry and cannons. That's why you should have an infantry reinforcement stack. This can also be used to consolidate your other stacks.
Secondary stacks should only reinforce the primary stack if you are planning on cycling stacks in and out of the battle or if it is crucial you win a specific battle.
You want to integrate cannons ASAP. They already make quite a difference even at early military tech. Plus they also make you siege that much faster. Ultimately, the time and money you get by reducing casualties is worth the extra cost of cannons.
I think another thing these hypotheticals overlook (and can't help doing so) is that reality is not as rigid as theory-crafting here makes it out to be.
I think the golden rules are to always fill combat width before other considerations like a back row, and never have your back row tanking any rounds of damage. For this reason things like walking around with half stacks or arty stacks and having them get caught out is horrible, and spending so much on cannons that you find yourself unable to field or reinforce a full front row by mid war is also horrible.
I have no idea what you are talking about. By the time your entire infantry line in that stack is dropped and the cannons actually come to the front, you are basically seconds away from shattered retreating anyways.
When it comes to MP I do agree that you will require a higher infantry component, and will most likely use rotating infantry stacks anyways once it comes to all in pitch battles.
I don't know about this. What about for high discipline/combat ability stacks?I think the golden rules are to always fill combat width before other considerations like a back row...
So, maybe there is a situation where it's better to have a shorter front rank that is fully backed up by artillery, vs. a full CW front rank, but no/little artillery in the back rank.
I don't know about this. What about for high discipline/combat ability stacks?
If you can inflict enough damage to destroy knock the regiments in the center of your opponent's line out of the battle quickly, then being outflanked isn't that big a problem. E.g. fighting natives. So, maybe there is a situation where it's better to have a shorter front rank that is fully backed up by artillery, vs. a full CW front rank, but no/little artillery in the back rank.
I feel like this is the sort of thing someone must have looked into. Anyone have a link?
However the grim reality is that if you can't afford this, you won't be able to fight your human opponent who can. Whether you can afford to or not, this is the type of composition you have to field. As a matter of fact, waging war in MP always leads to considerable loans for the majority of countries because the quality/quantity and composition standard is set so high.
from 1.14 patch changelog:
- Reworked mercenaries: Instead of a pool that randomly refills, each country now has a mercenary support limit of 20 + 33% of force limits, and can recruit up to this number of mercenaries of any mix of types they want. Mercenaries can now also be included in Army Planner templates, and will automatically upgrad when you change your unit type.
As commonwealth with 93% cavalary combat, wouldnt be better to use CW+6cav (or even 8 cav with 6 shock general?) (talking about late game)
Oh, hadn't noticed that. Should probably be added to the force limit tooltip. Not too hard to calculate it though once you know the formula.Yes I've seen that before but I don't see any tooltips showing how many mercenaries I can support in total at a point. So I'm kind of in the dark about the actual mercenary force limit at any time.
If you're the Commonwealth, you're rich enough to fill an entire front line with cavalry and stackwipe almost anything that comes at you. If you're using only 6 cav in a fighting stack, you're fighting far, far below peak efficiency.