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Spectrum_Prez

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Are there any hard and fast rules that you go by for army composition? Have you put much thought into it or is it just a matter of feel and experience?

For me, I usually go to 6/7/2 as soon as possible since it gives a good balance between assault capability and protection. I've been thinking of going to 5/10/5 or even 4/10/6 for a special assault force, but am concerned about attrition.
 

unmerged(184154)

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Hard and fast rules make hard and fast defeats.

It depends on many factors. Tech and the general support limit in the area (Italy vs Russia) decide the maximum size of my stacks, but I make them smaller. Depending on their role, some armies will have near the optimal number of cavalrymen, and others will mostly be infantry (and artillery). However, I always try to make it possible to separate every stack in two smaller armies that will retain the combined arms bonus if necessary, in case I have to chase two smaller armies.

Another important thing is transports. Generally, I have to decide how many regiments I would need if I had to reinforce an area. I build that many transports, plus 2-3.
 

DanubianCossak

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I use stacks of 6, 1 cav 5 inf. First couple of artillery have really weak tech modifiers so i dont use them at all, but later on id add one arty or more to the mix, depending on actuall supply limit. Only exception to this rule is when i see doom stacks with like 15+ can 10+ inf, then i panic and combine as much as i can under single army and best general and pray to gods of attrition for mercy.
 

Emperor Hans

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All goes with feeling.
But i never tend to have more stacks than my transport limit.
And if i'm a danzig owning poland, i'll make sure i have atleast 14 transports :rolleyes:
 

unmerged(216459)

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For late game 6/12/12. or 8/16/16 for france and alikes.
 

TheCheeseMaster

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Equal parts infantry to artillery? Do you actually need that much artillery or is it more a case of the more the merrier? I suddenly feel like I'm seriously undervaluing them.

you are, they seriously help with forts later game, when infantry is too weak to quickly assault them.
 

Paon

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I usually go 5/5/5 or 10/10/10. Sometimes I'll go 5/10/5. Usually try to make all parts equal, though.
 

unmerged(216459)

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Equal parts infantry to artillery? Do you actually need that much artillery or is it more a case of the more the merrier? I suddenly feel like I'm seriously undervaluing them.


Not just that:) Actually once your troops fill the first row, everything else, including the second line is just reserve - they move forth when the unit in front of them breaks but don't do anything otherwise - with the exception of the artillery: they above the heads of and give half of their defense to the infantry in the front line.*

*Only in In Nomine and above
 

Spectrum_Prez

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Not just that:) Actually once your troops fill the first row, everything else, including the second line is just reserve - they move forth when the unit in front of them breaks but don't do anything otherwise - with the exception of the artillery: they above the heads of and give half of their defense to the infantry in the front line.*

*Only in In Nomine and above

Nice, I didn't think that through. Thanks for the heads up. But that's assuming your army always wins battles quickly. In cases where your first line gets thrashed, I'm guessing having more artillery makes things worse right? The obvious solution -> don't get thrashed, I know, I know.
 

Emperor Hans

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Nice, I didn't think that through. Thanks for the heads up. But that's assuming your army always wins battles quickly. In cases where your first line gets thrashed, I'm guessing having more artillery makes things worse right? The obvious solution -> don't get thrashed, I know, I know.

Doomstack vs Doomstack, round 1 can begin.
 

unmerged(44611)

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Infantry and cavalry I use 4/8 and later with artillery 4/8/4. My military doctrine is annihilation of the enemy army first so once that is done I can split my main units in 1/2 forces to siege. and can defend themselves in case some far off allied units show up and not get annihilated.
 

delra

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1/3 cavalry is good enough in the west. In the east you want to have as much cavalry as game allows you bofore you get a penalty.

Artillery is good enough even in small amount but again, 1/3 of artillery compared to infantry is typically more than you need.
 

unmerged(216459)

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I am fairly sure that in that case the line get shorter and shorter till completely annihilated before the second row steps in, thus the sudden increase in morale. Take note that fielding armies at this size with good artillery is only common from late-middle game and by then you are supposed to have a confident lead in land tech.

So no there is no fullproof plan, but usually this gets you the best average outcome, I think. And what they said about the sieges: They are really really a must have when sieging level 4-5 forts.
 

GAGA Extrem

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Very early game: 10k CAV
Early game: 4k CAV, 6k INF
Early mid game: 4k CAV, 10k INF
Mid game: 2k CAV, 10k INF, 10k ART and 4k CAV, 16k INF
Late mid game: 2k CAV, 12k INF, 12k ART and 4k CAV, 20k INF
Early late game: 2k CAV, 15k INF, 15k ART
Late game: 2k CAV, 18k INF, 18k ART
Very late game: 2k CAV, 25k INF, 25k ART and 4k CAV, 50k ART
 

King Nothing

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Very early game: 10k CAV
Early game: 4k CAV, 6k INF
Early mid game: 4k CAV, 10k INF
Mid game: 2k CAV, 10k INF, 10k ART and 4k CAV, 16k INF
Late mid game: 2k CAV, 12k INF, 12k ART and 4k CAV, 20k INF
Early late game: 2k CAV, 15k INF, 15k ART
Late game: 2k CAV, 18k INF, 18k ART
Very late game: 2k CAV, 25k INF, 25k ART and 4k CAV, 50k ART

For everyone interrested. This is someone who have actually thought about what he is doing and not only put together some random numbers that sounds good. :)

And I guess that last army is a pure siege army? An awfully big one I must say. Attrition? Or is it something else?