advanced tactics

don't bother to read unless your interested in squeezing every last inch out of game mechanics.


A slightly more advanced way of predicting enemy armies (this is most useful in 1v1)
is to save your army once you have it and briefly delete your whole army, look at the
total soldiers count on the left, this number if your unit roster is empty will tell you how many soldiers
the enemy is fielding, from this you can deduce some tactics some as all cavalary, all infantry,
and also see if the numbers seem fairly balanced, a balanced number can still be rushing though.

some basic numbers

normal unit size:
800 soldiers = all cav
1000 soldiers = half inf/ half cav (regular infantry size not peasent unit size)
1200 soldiers = all inf (regular infantry size not peasent unit size)

large unit size:
1200 soldiers = all cav
1500 soldiers = half inf/ half cav
1800 soldiers = all inf

note that even the half and half mix implies a 10 cav army, so on normal unit size
11000 soldiers would be more standard
8 cavalry, 4 spearmen, 4 infantry, and 4 archers would equal 11000 men.
8 cavalry 4 spearmen, 8 infantry would equal 11000 men but would rush.

use of artillery

Often if both sides bring artillery you start out just out of range of each other (trebuchets and below).
Do not target the enemy artillery target the infantry directly in front of it, now you will be firing around the
enemy artillery (which is about as close as you can expect to get with artillery) and while your firing,
often the enemy will attempt to move there own artillery up to fire on yours, this gives you several free
shots while they try to gain range. Once they move up into range simply switch targets, hopefully targeting
now a unit that is weakened by having lost 1 of the 2 pieces of artillery.

Deploy artillery WELL seperated, having a shot miss one artillery to hit another artillery piece just left of it
means you didn't seperate them enough.

artillery block charges, place in a hole between stakes, place several in front of your infantry line, because
charge is so incredibly buggy often a single guy getting stuck up on an artillery piece can cause the unit of
cavalry to run into an enemy, not charge into an enemy.



ANY RESPONSE WOULD BE MUCH APPRECIATED

negative, positive, constructive or just wow i managed to read half of it
before i got wore out :P