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Повідомити про проблему з перекладом
This is risky because the defenders can usually beat one dismounted dragoon unit, so I usually send two units of dragoons with some melee cavalry. Both units of dragoons dismount to secure the gate and when the gate is open, the melee cavalry charge through. I try to coincide this with sending my infantry through a breach or over the walls on the near side of the fort.
As far as I know, there is no advantage to non-light dragoons. Unless I'm missing something, the only reason for recruiting non-light dragoons is because light dragoons aren't available yet.
I'm currently playing the Russians and focusing on the infantry tech. All my cavalry is Kalmuk or Streltsi because they are just used for running down broken foes, artillery or mugging stray enemy units at 4 to 1 odds. Dragoons are so bad and so expensive that there is just no use.
With some mods the utility of dragoons change, but in vanilla they are completely useless.
Yeah for my part I use almost exclusively light dragoons for cavalry because I like their ability to shoot and withdraw to load and come shoot again. They might not be as good at melee combat as dedicated cav units but I usually just run from enemy cav and lure them right across the front of infantry in square or my whole battle line and they get shot to pieces.
Right now I'm invading India as the UP and all the melee only MC units are total suckers for mounted light dragoons to shoot and run and shoot and run.
Two units of dragoons can cause significant damage but at the same time they're quite vulnerable.
I use Hussars in the same role. They have increased mobility on the strategic map and have better melee for dealing with artillery and broken infantry units. With Russia Cossacks and Kalmuks do the same thing.
Nah, they are off burning down farms and killing off raiders. Not really a feature of the central European nations, but for Russia and in India it's a thing.
I will see, TROM messed with the tech tree. I will see how Kalmuks and hussars do with their bonus movement in vanilla. Early game they had no trouble avoiding line.
That said, you can raid both naval and land trade routes which I do in larger regions wherein you need multiple turns to reach the capital. That way, I still gain something from it.
If we could change files around to the point where you'd gain research bonus, more income and such from entering a city then I'd do this on a larger scale but to be fair, if you can fund 6 raiding parties its much cheaper to just have one army and just take regions.
The AI scatters troops to chase the raiders and the loss and repair of the damaged compounds impacts their income. Russia versus Sweden early game it is a factor.
What I worry about is: Capturing too many regions too fast, thus creating numerous hostile neighbors, so I'll plod around the map making a nusance of myself to draw the ai away from attacking or raiding my regions under development.
Sometimes I'll send out a small stack consisting of 2 infantry, 2- 12 pounders and a cheap cav for the ai to chase. It's a ruse to keep the ai occupied while I'm trying to figure out how to get out of a tough spot in the face of far superior ai numbers.
EDIT: Should mention, raiders also reduce enemy regional growth, often stopping town development all together. If combined with blockading ports can be devastating.
Even then they are kinda useless. I've used them heavily trying to find a way to make them work and it just doesn't happen. Unless their cost is dropped to match their smaller size they will never be cost effective.
I've also just checked and my fastest unit with candescence marching is cossack infantry. The Strelki cavalry is a close second and level with the Kalmuk cavalry. Since strelki cavalry have 180 upkeep and have the policing bonus they are pretty much my standard garrison and cavalry.