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Guibou

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What year/tech ?

Early game ? too many canon, i like 12/4/4 battle stack with 9/0/1 sieges stack.

Mid game ? Fit the front row +cav, + half canon, if 24 large than 20/4/12, sieges with 6/0/4 or 2/0/8 if you can afford.

Late game ? Fit the row + a few, no cav, if 32, 40/0/32, with renforcement stacks of 20/0/0. No sieges stack, you barrage and assault.

Multi ? No clue at all

During peace time, merge your siege stack for rebels and train your battle stack.

Its probably half wrong but thats usually what I do, unless you have a nation with a specialty, like a horde.
 

ImAdrian

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9 infantry, 6 artillery and 3 cavalry?

Is that so much expensive? What should i do?

Maybe 12 infantry?

  • Cav should be an even number (unless you're merging two stacks so 3+3=6, that would be fine). So they're flanking equally from both sides
  • Check military screen for combat width, and make sure your infantry is equal to that + a couple extra.
  • Don't invest in cannons (only 1 for extra siege speed) until you can fill the front row with infantry. After that, you can add cannons to the stack, in numbers equal to the combat width. I personally prefer to have more infantry stacks in the early game though, since cannons are expensive and not that strong at low tech level. That also allows me to spread on several fronts. I usually start producing cannons in large numbers at around tech 16. Keep in mind though that this is advice for single player, not MP.
 
Last edited:

FantasticFwoosh

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In everything beside your first stack composition to be battle ready, remember to send in reinforcements relevant to the amount of casualties you are taking instead of sending 10 men to reinforce a easy fight send 5 or 3. Crumbling regiments pull away and let the new reinforcements take their place, and a well timed addition of cavalry at the end in the last-stack (even numbers to both sides) will pick off any weakened enemies on flanking range without their own reinforcements by the end, as well as soften them up from the front in the earlygame.
 

The Macedonian

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Starting at Tech 7, I create a "Siege Stack," template that's 11 INF 4 ART. It's only goal is to siege down forts, protected by a regular army with just a value cannon in the neighboring province. I do this since manpower is tight in the early game.

Later, I'll create a value cannon template army -- something like 20-4-1. Into this, I'll add more INF and ART as the combat width increases and I can afford ART.

Finally, I'll create a specific Doom Stack template -- let's say 36-4-36 and then divide it in half when it's not engaged in operations so it doesn't bleed manpower.
 

stevieji

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My starting point depends on the local supply limit, which increases through time, but in the Poland/Commonwealth game I just finished my armies progressed something like...
8-3-0
8-3-2
10-4-3
10-4-5
11-4-10
13-4-12
16-4-15
18-4-17

The number of cannon depends on the quality of the tech available and the numbers required for the full siege bonus. It may be necessary to borrow artillery from another army, and certainly will when the fort is at level 8. Always make sure you're not exceeding the supply limit, or attrition will be horrendous.

You'll note that I controversially maintain 4 cav per army throughout. This is supposedly wasteful, but any less than that not only 'feels' wrong, but I find results in excessive casualties in the cav units, which take time to reinforce.

You'll obviously need to combine multiple armies for major battles, and only then will the business about combat width come into play. The 'meta' is supposed to be equal numbers of inf & art, but I like to keep one extra infantry per army, because otherwise your artillery becomes incredibly vulnerable if only one infantry unit becomes depleted.
 

Namepending4

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If you don't have any cav modifiers I would honestly cut it if your having any money problems.

Cannons slowly get better as the game goes on so they're not very cost effecient when you first get them in tech 7, you can get one to speed up sieges but don't expect it to effect combat to much.

If I remember correctly tech 16 is when you wanna start making sure that your running a full backrow of cannons with every army. This will also give you a big advantage over the AI, because I usually see them only have around 10 cannons per stack still. If you're up against a big neighbor Ottomans, PLC, Spain, pay attention to their stacks, you can probably win fights even if slightly out numbered e.g. 40k vs 50k with a better general or defensive terrain on your side.

Also as the game goes on having a full front and back row on a single tile will almost always cause attrition. So creating armies that are half of the fighting force becomes the better method. For example, combat width is 37. So I'll make a "40 width" template with 20 int 20 art. I'll make two armies with this template, and if I see a big enemy stack these two armies will join up before the fight to fill the full width.

Very late game, age of revolutions, I tend to also make stacks only for sieging 40 art stacks, along with stacks of pure infantry maybe like 30k. In most battles, even that you win you'll still take heavy losses to the infantry with none to art. So the couple extra 30k stacks are so you can fill your front row before the next battle while the other stack reinforces in friendly territory, according to the wiki you reinforce at 100% in your own provinces and 50% in enemy/allied.

I personally don't usually use cav mostly cause I don't like to micro it. In every fight infantry will always take more casualties than cav. IMO it's just easier to always keep the infantry healthy, then juggle cav around also, or be in weird situations where I have to take some cav out of an army because I screwed up the ratio's after multiple battles.