Zwirbaum's Unit Guide
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Zwirbaum’s Unit Guide Hello and welcome to my unit guide. This is the first section of it - covering infantry. INFANTRY WESTERN TECH GROUP Tech 0-4: Latin Medieval Infantry. Halberd Infantry damage increase from +1 Shock is up to (if the Wiki Casaulty formula is true) 5 men per regiment in shock phase (assuming 1000 men survived to the shock phase in regiment, otherwise it is unit %*5). Also on tech 4, you get military tactics which means that bonus is just 3,75 per regiment in shock phase. And in most cases the morale is clear winner on the battlefield early on, so it's best to invest in a unit, that can help at least mitigate some morale damage (which especially with tech 4 and increased morale (=more morale damage) can be day saver. You may hovewer stick with Halberd Infantry for tech 0-3* if you really find the damage increase that important, but beacuse you may be during war when tech 4 hits, switching unit types during war can be nasty, so it may be better to stick with Latin Infantry. * - standard game starts with tech 3. Modifiers for tech 0-4: - 0.25 at tech 0, 0.35 at tech 1-4. Fire phase is neglibile at this point, units do not have any fire pips, and any +fire pips come just from the leaders. -0.2 at tech 0, 0.3 at tech 1 and 0.5 at tech 2-4. Shock phase is much more important at this point, infantry will deal more damage at this point. - 0.5 at tech 0-3, 0.75 at tech 4. Tactics of 0.5 means that 100% discipline units will deal 200% damage (so in reality damage modifier is twice as high, as it would indicate from the damage modifier for that phase). Tactics of 0.75 means that damage coming from modifier will be 1.33 times higher. - 15 at tech 0-1, 20 at tech 2-4. - 2.0 at tech 0-2, 2.5 at tech 3, 3.0 at tech 4. Tech 5-8: Galloglaich Infantry. With two offensive morale pips and one shock morale pip, they are really, really good when it comes to breaking enemy regiments, and at that point in the game you may even start to get increased morale from things like (Defensive Ideas, Higher Prestige, AT, Power Projection, good early events like Last Jousting Tournament and Morale Advisor). Modifiers for tech 5-8 - 0.35 at tech 5 ,0.55 at tech 6-7, 0.8 at tech 8. Fire phase damage for infantry increases, but it still is just behind in terms of damage to the shock phase. No units have fire pips at this point, and any +fire pip will be coming from the leaders. Remember though, that the fire phase is before shock phase, and 6 fire 0 shock general may not be as bad at tech 8 as you may thought. First cannons also appear at tech 7. -0.65 at tech 5, 0.95 at tech 6-8 . Shock phase is much more important at this point, infantry will deal more damage at this point. - 0.75 at tech 5, 1 at tech 6 and 1.25 at tech 7-8. Unit with discipline of 100% will deal 1.33 more damage than the damage modifiers would indicate at tech 5, 100% damage at tech 6, and 80% damage at tech 7-8. - 22 at tech 5 and 24 at tech 6-8. More units can now fight at the same time on the battlefield, so you may want to consider fielding bigger unit stacks, or run more units near each other to reinforce during the battle. - 3.0 at tech 5-8. No morale increase - +50% Supply increase at tech 5-8. More units can station or move through provinces without suffering attrition. Important thing, especially when you consider with the fact that combat width also increases at tech 5 and 6. Tech 9-11: Condotta Infantry. It's my personal choice in most situations, with 2 offensive shock pips, 1 defensive shock pip and 1 offensive morale and 1 defensive morale pip. Reformed Galloglaich Infantry have one more offensive morale pip at the cost of defensive shock pip, which means they are better at breaking enemy regiments, at the same time, receiving more damage during shock phase. If you have a lot of +morale modifiers, you may pick up the Galloglaich Infantry, otherwise, I would recommend Condotta, for better casaulty wise ratio. Landsknechten, are worse in terms of dealing damage (other unit types will deal increased damage against them) and their morale pips means they only hold for longer. - 0.8 at tech 9-11 , no fire damage modifier increase. -0.95 at tech 9-10, 1.15 at tech 11 . Shock damage is increased at the time of tech 11. - 1.5 at tech 9-11. Damage dealt by regiments with 100% discipline is 66,(6)% of what would indicate from modifiers. - 25 at tech 9-10 and 27 at tech 11. Slight increase in combat width. - 3.0 at tech 9-11. No morale increase. - +50% Supply increase at tech 9-11. No changes here. - +25% Flanking range increase at tech 10-11. It doesn't have actual impact during battle at this point. Tech 12-14: Free Shooter Infantry. Both units when fighting against each other have higher by one offensive morale pip than the other unit, and higher offensive shock of Free Shooter Infantry meets with increased defensive shock of the Tercio Infantry. But higher morale offensive (if you have nice +morale modifiers for your army) will allow you to shine in most cases, and 3 offensive morale means they have advantage (deal more morale damage) to most units, cavalry also. If you're struggling, and have for example low prestige, low morale due to event and/or haven't picked ideas/policies increasing religion, you may want to take Tercio, because they will suffer less casaulties during shock phase, and have better defensive morale which means, less morale damage. In most cases Free Shooter Infantry wins as better unit. - 0.8 at tech 12-13 , 1.1 at tech 14. Fire damage increases, and with units starting to get fire pips, you may see that the fire phase starts to matter. If you're rich, or fight someone who is rich, cannons may start to appear in bigger number, and they, while still relatively weak, cannot be disregarded anymore. Watch out for fire phase, and fire oriented generals can have some merit to them. - 1.15 at tech 12-14 . No shock damage increase at this point. Shock damage as you can see starts to lose it's big advantage over fire damage, but still due to the cavalry should be deciding factor. - 1.75 at tech 12-14. Damage dealt by regiments with 100% discipline is around 57,14% of what would indicate from modifiers. - 27 at tech 12-13 and 29 at tech 14. Slight increase in combat width. - 3.0 at tech 12-14. No morale increase. - +100% Supply increase at tech 12-14. That change is really important, becuase you can field more easily bigger stacks without worrying to much about attrition. With bigger combat width AND artillery making some importance, think about your stack compositions. - +25% Flanking range increase at tech 12-14. It doesn't have actual impact during battle at this point. Tech 15-18: Maurician Infantry. Maurician Infantry have better offensive fire (2v1) when compared to Charge Infantry, while Charge Infantry have better offensive shock (3v2) against Maurician. Damage for shock phase is even better for infantry at this points (1.15 vs 1.1) so why this way? Answer is simple - Fire Phase is first during the battle, and ability to deal more damage during this phase, means enemy regiments will be more depleted, and as such they will deal less damage during the shock phase, than they should, which will help close the gap of their shock damage advantage. And after shock phase, there will be another fire phase where you will have advantage. Things to consider switching up, is generals. But still I would recommend sticking with Maurician Infantry in most cases. - 1.1 at tech 15-18. No fire damage increase. - 1.15 at tech 15-18 . No shock damage increase at this point. - 2.0 at tech 15-18. Damage dealt by regiments with 100% discipline is 50% of what would indicate from modifiers. - 29 at tech 15, 30 at tech 16-17 and 32 at tech 18. Slight increase in combat width. - 4.0 at tech 15-18. Morale increases by 1.0 at the tech 15. (It means you get +33% of the base morale increase), and because all other modifiers like Military Drill, Army Tradition Prestige scales from base morale, that increase is really important - don't neglect morale. - +100% Supply increase at tech 15-16. +150% at tech 17-18. Don't forget about it, and update your stacks. - +25% Flanking range increase at tech 15-17. +50% flanking range increase at tech 18. Change matters only for Cavalry and Artillery (increase of flanking range from 2 to 3). Doesn't affect infantry. Tech 19-22: This is tough choice. At tech 19 you could pick the Highlanders Infantry, for their awesome 4 offensive morale pips (and seeing that morale increased to 4.0 and can be really important at this point) at the cost of 1 less offensive fire versus Gustavian Infantry, and having no advantage in terms of shock over Reformed Tercio (3/2 vs 2/3).