Ok so first of all I understand there already threads on this on here and other sites. I've been researching this but there's lots of conflicting and confusing info out there. The wiki also is confusing.
First off I have all expansions and latest patch. Let's ignore upkeep, supply limit and terrain in this.
Apologise for a long post but this is a complex subject. Here's what I understand. I am new to this so I could be way off here
1. Battles are composed of the front row and the second row. This are simply lines of regiments that face each other.
2. Infantry and cavalry can only fight when in the front row.
3. Artillery can fight in both but are very exposed in the front row. Essentially you should avoid artillery in the front row.
4. How many can be in the rows depends on combat width. This seems to be the most important thing when considering the composition.
5. Combat width changes with tech. I think it's 7 plus military tech level? This means army composition should also change as you advance.
6. Cavalry has a flanking bonus which means it can attack the unit diagonally in front of it also ( I don't fully understand this but I gather it means two units can gang up on one )
7. Flanking also increases as certain tech levels. ( does this mean cavalry become less important later on )
8. Your infantry and cavalry will be deployed in the front row as priority. I'm not sure sure how it decides how many of each. When the front row is full any remaining will be in reserve and move it to replace units if they are fully beaten.
9. Artillery will be deployed in the back row as long as the front row is full. If it is not full some will move up to the front row. This is bad.
10. During combat units will be removed if they are zero soldiers ( or is this zero morale? ). This means the front row is fluid.
So from what I can gather here are my rules.
1. Combat width is the first thing you check.
2. You ideally want 2 cavalry (any more isn't better than an infantry but as I said I don't understand that bit at all)
3. You then want the rest of the front row in infantry ( combat width minus 2 )
4. There is no point having any more artillery than combat width. But the closer you can afford to combat width the better.
5. As some units are depleted they are removed from the front row. To avoid your artillery being brought to the front you ideally need some reserve infantry ( and cavalry )
So your battle plan should be 2 cavalry plus combat width minus 2 in infantry. Then some infantry reserves? Any rule here? Do you also add a few for break off siege units?
Then as much artillery as you can without going over the combat width ( or at least not going over your total infantry plus cavalry ).
This of course is what you want going into battle and it necessarily in moving around. Also I think early game artillery isn't very affective anyway and not worth it.
So how much of this have I got wrong ?
First off I have all expansions and latest patch. Let's ignore upkeep, supply limit and terrain in this.
Apologise for a long post but this is a complex subject. Here's what I understand. I am new to this so I could be way off here
1. Battles are composed of the front row and the second row. This are simply lines of regiments that face each other.
2. Infantry and cavalry can only fight when in the front row.
3. Artillery can fight in both but are very exposed in the front row. Essentially you should avoid artillery in the front row.
4. How many can be in the rows depends on combat width. This seems to be the most important thing when considering the composition.
5. Combat width changes with tech. I think it's 7 plus military tech level? This means army composition should also change as you advance.
6. Cavalry has a flanking bonus which means it can attack the unit diagonally in front of it also ( I don't fully understand this but I gather it means two units can gang up on one )
7. Flanking also increases as certain tech levels. ( does this mean cavalry become less important later on )
8. Your infantry and cavalry will be deployed in the front row as priority. I'm not sure sure how it decides how many of each. When the front row is full any remaining will be in reserve and move it to replace units if they are fully beaten.
9. Artillery will be deployed in the back row as long as the front row is full. If it is not full some will move up to the front row. This is bad.
10. During combat units will be removed if they are zero soldiers ( or is this zero morale? ). This means the front row is fluid.
So from what I can gather here are my rules.
1. Combat width is the first thing you check.
2. You ideally want 2 cavalry (any more isn't better than an infantry but as I said I don't understand that bit at all)
3. You then want the rest of the front row in infantry ( combat width minus 2 )
4. There is no point having any more artillery than combat width. But the closer you can afford to combat width the better.
5. As some units are depleted they are removed from the front row. To avoid your artillery being brought to the front you ideally need some reserve infantry ( and cavalry )
So your battle plan should be 2 cavalry plus combat width minus 2 in infantry. Then some infantry reserves? Any rule here? Do you also add a few for break off siege units?
Then as much artillery as you can without going over the combat width ( or at least not going over your total infantry plus cavalry ).
This of course is what you want going into battle and it necessarily in moving around. Also I think early game artillery isn't very affective anyway and not worth it.
So how much of this have I got wrong ?
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