Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When money is no longer an issue and you are at your force limit and got your nackrows filled with art, or simply don't need more armies you can fill the flanking range up with cav.
Army should always cover full front depending on your current tech.
You should have 1-2 front armies with cannons to start battles and to siege forts and others with only infantry as reserves.
Focus morale and shock in early game, discipline and fire in mid and lategame.
Stack up discipline and combat ability with ideas and policies.
Simple rules, follow them and there won't be any war issues.
Personally I'd typically go with 4 cav and a bunch of infantry in the early game. When cannons become available I'd add a single cannon to the army to help with sieges. Only add more than one cannon if you're rolling in cash.
In the mid game I'd normally gradually add more cannons. Around tech 20 I'd completely ditch cavalry and build armies that are something like 14 infantry and 12 cannons. I'd carry on building these armies until the end, but by the end game these armies would often be double or quad stacked for size 52 or 104.
Probably not completely optimal, but i've found that with decent military idea groups (typically defensive, offensive and quality) then you can beat same sized stacks from everyone who isn't Prussian in the late game, even if your nation isn't inherently strong militarily.
It is not that England has no land combat modifiers, just early in the game Morale is superior and England gets no Morale boost. Most of English ideas (and even more ideas of Great Britain) are about improving your Navy, without doubt England has (one of) the best Navies in the game, and usually also largest Navy. But their armies are weak at the start and average at the late period.
As England I usually build my starting game as: Innovative/Exploration/Quality/Economic. Some don't like quality for the naval ideas in the tree, which is a fair point, but England will definitely make use of them and give you a bonus to utterly dominate the seas with very little investment. Overall, and taking into account the ideas and policies, this build will give a grand total of: +30% infantry combat ability, +10% cavalry and artillery combat ability, +10% discipline, and +1 yearly army tradition all contributing to army strength. This will boost your army with just about everything you will need except for land morale, though you will get some of that from having a high army tradition.
While the overall power of superior morale decreases as the game goes on it never entirely disappears so all those nations with significant morale bonuses and similar discipline will maintain their edge throughout the game. As I said, England/GB will always be behind Burgundy, Spain, or France on land if they have the same idea groups. As you noted, England/GB will, in turn, always be ahead of their competition in the water. Unfortunately, as the game currently stands the relative weakness on land is far more damaging than the power gain from ruling the waves.