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Cannons are a different matter, but a guide exists for them, and never go above 12 cannons or the amount of kills will be worse.
Dedicated skirmishers shine with pricey sniper rifles.
The range difference of musket and rifle is very significant and very exploitable. Think the light infantry kiting in NTW and the soldiers can reload while fallbacking in this game.
Well, the range indicator is not quite accurate, the soldiers can shoot a little bit longer than it shows in most of the situations. And if you order a brigade to attack a target outside its range, the soldiers may over walk and fall into musket range as well.
The best way to exploit the range superiority for me is moving the soldiers towards the enemy, stopping them when I feel they're in range and then clicking the enemy to attack. And don't forget to click fallback asap after the volley.
In the early game, the Lorenz or Enfield is the best weapon available for infantry... sure, you might pick up some early Fayetteville's from spending reputation, but you will never equip more than one unit with them until almost the end-game. So, Lorenz is great, and Enfield is also good. (Side note: the Lorenz is one of the best all-round weapons in the game IMO... for its price, that is. Good melee, good range, great accuracy... just doesn't reload so fast).
Mid-game, Harper's Ferry 1855 and/or Springfield 1855 is a great weapon to equip a handful of better units with.
By the late game, Springfield 1861 and CS Richmond are great for equipping better units with.
Overall, though, you typically still have Springfield 1842's in use all through the campaign. And the best weapon for cost and availability is probably the Harper's Ferry 1855/Springfield 1855... you can start getting them before the campaign gets all that far along, and for the cost they are a great weapon to equip small numbers with in the mid-game and large numbers in the end game. The Springfield 1861, 1863, and CS Richmond are obviously better, but you have to weigh the benefits of buying them in small-ish numbers versus buying a lot larger number of 1855's for a greater swath of your force.
But everything is situational... keep in mind that Farmer's and Re-Bored Farmer's are just as useful in melee as most far more expensive weapons, and in many cases *exceed* some pricier weapons in terms of melee. If you want a unit to be a pure-shooter, go for range/accuracy/reload... if you want some cannon fodder or cheap melee units, actually consider arming them with Farmer's.
This isn't entirely true.
If you go over 12 cannons you start to lose on efficiency... that is, unless you pay for a better officer than just a typical captain. If you want to use a full 24-gun unit, you'll need at least Colonel or better to minimize efficiency-loss, and often it takes a 1-star general to totally eliminate that last little bit of loss.
And efficiency matters... it affects almost every other stat but range.
The quote is accurate, though, in that if you don't shell-out for the better officer, you see kills actually taper off as you get to 16-guns or higher... a result of the officer being too inexperienced to command the size of unit.
I personally use the Springfield m1842 for zero to one star units. Afterwards I equip a proper rifle, though keeping enough spare rifles to completely replace my rifle-ar.ed brigades if nessecary. Generally, keep muskets in the hands of new units, rifles/rifle musketa in veteran units, and repeaters/priceyist guns in elite units. 1850s model number weapons work well as a mainstay of your army.
Wait, what?
What sense does that make? Why would anyone even bother, then, having a 24-gun unit unless expecting it to suffer casualties? That's absolutely counter-intuitive... a larger cannon company, unless it loses efficiency, shouldn't have a lower DPS. That has to be a design-flaw in the game, right? That can't be intentional.
I'm not saying you're wrong. But if this is indeed the case, that has to be some sort of uncorrected and unintentional design flaw. And it's one that I can't even begin to wrap my head around.
"Battery Size
To make things very clear, a 12-gun battery is the optimal size of artillery brigade you want. Going higher than 12 guns in a battery will result in the battery actually performing worse - an 18-gun battery, for example, is going to get fewer kills than a 12-gun battery with everything else being constant. There is some credence adding one or two extra guns if a particular battery is going to be taking a lot of fire (also taking into consideration a damage buff that batteries get with more guns), but any more and effectiveness drops too much. Keep batteries at 12 guns."
And that actually doesn't seem to say, at all, that a larger battery is worse, per-se, but it says exactly what I said before:
a larger battery will be worse only if you don't add-in a better officer to off-set the efficiency hit.
Now, you also said *testing* shows 12-guns is best... if that is true, the guide needs to be re-worded, because as it is worded now, it actually is saying that larger batteries get a damage buff and will see effectiveness (the author of the guide meant efficiency, obviously) drop too much, but that can be off-set by giving each one a high-level officer.
All I'm saying, here, is that it still isn't clear whatsoever.
I'm just going to test it myself when I get a chance and see what happens. Because as the guide is worded, it seems like the author of the guide is neglecting to add that a 24-gun battery assigned a one-star general or higher will have the efficiency hit removed entirely, while actually admitting that a larger battery gets a damage buff.
Battery sizes over 12 guns will perform worse no matter what rank of officer is leading it. I tested this about a dozen times over multiple patches using gun crews with the same exact experience (down to the stats and perks) with officers of sufficient rank to lead them without imparting an Efficiency nerf as well as taking into consideration target choice (making sure there wasn't delays in kills because a larger battery took longer to rotate) and basing results on both per-volley kills and overall kills.
Trust me, I know what I'm talking about - I didn't write out a gigantic guide without having plenty of research and experience in these topics beforehand, been doing this since before the game officially launched. I have no idea why the devs designed it like that, but that's how it is.
@OP
The range stat for Infantry firearms means they'll do better at longer ranges. For gameplay purposes, Infantry brigades engage at the same range (around 300) regardless of what weapons they use.
The Lorenz is a fairly good rifle, especially early on. However, move onto the M1855s and higher when you can however, the rate of fire on the Lorenz limits it's power too much.