In reality the fire/shock multiplier is the thing that matters the most and flanking range is pretty much the least important thing. The base width is 15, the up to 25 from tech gets added to this. You'll want an entire combat width worth of artillery as soon as you can afford it. If you deal more damage or not when outnumbering depends on flanking ability alone because it does reduce the amount of units that are idle. Also 4 cav in the early game is a joke for a rich nation. If you've got more men in a battle than they do, offensive pips are more beneficial. So i suppose you should be close to 20% infantry 80% cav, but it depend also if your countries give some special bonus. Even at tech 32 an infantry front row deals more damage in shock and fire phase combined than a cannon because damage from the back row gets reduced by 50%. Regiments start with 50% of maximum morale. Even in the fire phase lvl 32 cannons deal only 36% more damage than infantry. Anyways the technology group they are in is Muslim (though it should be Ottoman since they are kind of like the predecessors of the Ottomans).
Tech 17 and 23 are the strongest for cav in the game. This has the added bonus of being able to move around half-armies easily, for example to replace parts of a depleted army without stopping a siege or something. This completely depends on your strategy. If you have armies with lots of artillery and manage to reach tech 22 before your enemies, you'll have a good time. Morale is preferable to any other statistic, but offensive and defensive pips tend to have more of an effect whether you're outnumbering your enemy or not. Ideal Army composition for Russia? Press J to jump to the feed. I'm playing Extended Timeline, using 50.000-men stacks, on the 2010s. Not even talking about the massive amount of cav combat ability you can get or the morale/unit pip advantage you have with cav. Thanks in advance! Move them together for a fight. I probably have the manpower pool to deal with it, but it seems like there should be a better way. There's also flanking, but that won't play an important role most of the time, since it's rendered useless if the enemy army is just as big as yours and/or if it's at combat width too. Cut your cavalry numbers in half past military tech seven, or phase them out completely, because they're often not worth the cost compared to infantry. Like 20/10/30. © Valve Corporation. If you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit.