They have a unique hand mortar unit to supplement standard grenadiers, and they can recruit Skirmishers in Europe, the only faction to do so. Their Line Infantry is worse at shooting than normal but great at melee. In place of Pikemen and Militia, they have superior militia units recruitable from large and small provinces, giving them an early advantage. Russia is atypical of Europeans nations, and many early units are faction specific. ![]() In the middle period, Great Britain gets the unique East India Company Lancers, while France, Great Britain and the United Provinces can recruit Native Indian Cavalry lancers. In India, Company Infantry, Company Dragoons and Company Cavalry, available to all factions, mirror standard regiments in Europe, while Sepoys fill the Militia spot. Once the required research is acquired, all factions but France and Spain can recruit Colonial Light Infantry from the usual buildings, while France, Spain and Great Britain obtain rifle-armed Skirmishers in America that are some of the best light forces in the game. In Africa, African Native Infantry provides a cheap alternative to Colonial Line. Additionally, in America, Mounted Tribal Auxiliary, Native Warrior Auxiliary, Native Bowmen Auxiliary and Native Musketmen Auxiliary provide some opportunities for different tactics as these units are better at hiding and skirmishing. Austria, France, Spain and Sweden can also recruit Colonial Light Cavalry a rare melee cavalry unit in the colonies. All factions can recruit Colonial Militia, Colonial Line Infantry and Colonial Dragoons in the early period. Generally, early period units are region specific, and then in the mid-period units transition to the factions’ European template. The colonies generally comprise anywhere that isn’t India or Europe. ![]() Artillery is at its peak in terms of power and sees the introduction of exotic weapons like puckle guns and rockets. ![]() The full set of troop types threaten the dominance of the line infantry on the battlefield and combat will be more dynamic and flowing as a result. Mounted Guards are generally only available to Monarchies and many of these late troops have limited recruitment areas, generally "home" regions. This period sees the culmination of “modern” warfare in the form of elite Guards (foot and mounted), Light Infantry and Riflemen. The late period is the last three levels of major province buildings, the last being nation-unique levels which only bring unique units. Artillery has become more diverse and mobile (some drawn by teams of horses) and can be used tactically in offensive battles. Provincial cities can now produce core units allowing for bigger armies: Line Infantry, Regiment of Horse, Dragoons and Lancers. These provide more option for rapid flanking and artillery destruction than in the earlier period. Cavalry forces become more diverse and important, with the introduction of light cavalry Hussars, Light Dragoons, Heavy Cavalry and Cuirassiers. Line infantry gain advances in firing drill and bayonet, and Grenadiers provide a superior option, both in melee and shooting, bringing some variation to the Line of Battle. This brings more tactical variation to army composition, and national differences become more pronounced. In the middle period, covering the next two levels of government and military buildings (representing the highest level for minor provinces), more specialised unit types are introduced. Battles will be more often decided by quantity rather than quality. Artillery is initially static, a defensive weapon, but some slow mobile cannons appear. In addition to their melee value, they are fast cavalry. Some nations obtain lancer cavalry which can be decisive in this period before advanced bayonets. ![]() However, technology unlocks Dragoons and Carabineers (nations get one or the other) which give an extra tactical option. Cavalry starts with utilitarian Regiment of Horse and Provincial Cavalry - all round useful, but not decisive. Pikemen are still useful until bayonets arrive to enable standard infantry to replace them. Infantry will be composed of Militia, supplemented with Line Infantry from large cities which will be the deciding factor of battles. The early period covers the first two levels of government (up to Governor's’ Residence) and military buildings (to Barracks), plus available technology.
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