The Book on NW tactics and troops and other things

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The Book on NW tactics and troops including Weapons Melee , exotic , Artillery , Shells and Ranged

Written and Compiled by Honorary Colonel Sansa D’Eveque
(This is a compilation of some of my work and others including Rejenorst- Calvary Tips on Taleworlds, Major Tomas Shoffner- NAPOLEON’S CAVALRY: A KEY ELEMENT TO DECISIVE VICTORY a book , Van_zan - Guide to Classes on Taleworlds , British tactics manual a book , Sun Tzu - The Art of War a book)
Calvary Tips and Tactics
LIGHT CAV (Lancers and Hussars):

PRIMARY ROLE: Reconnaissance, screening, advance guard and pursuit missions. Can also act as pickets and vandettes (mounted sentinels deployed forward of an outpost).

TIPS: The first rule is to ride in numbers for maximum effect and to use your speed to your advantage. Stay on the move; It's harder for enemy infantry to target fast moving cavalry especially at a distance. Do not use frontal assault tactics; engage enemy flanks if you have to but your best bet it is to circle the enemy from a distance and swoop in to pick off stragglers that have stopped to reload their musket while the rest of the enemy group have moved on. When in numbers; swoop and feign attacks in order to grab the enemy player’s attention while another player swoops in from behind. Abort your attack and turn your horse if the enemy infantry man is facing you and has enough time to raise his bayonet. Your job as light cavalry is not to engage in a pitched battle but to make contact with the enemy, screen his movements and pursue him at every turn waiting for a weakness to present itself. As a lancer you have the added advantage of range with your lance, use it to pick off entrenched enemies that are hiding behind barricades (make sure you stay on the move and time your approach so that you arrive while the majority of the enemy are reloading). As a lancer you cannot block so maintain your distance. You can and in some cases should engage enemy cavalry before they become a problem for your team’s infantry, but be careful as your horse is extremely vulnerable thus, the best attack, same as any attack on infantry: is from the side or behind.

BENEFITS TO YOUR TEAM: When playing infantry myself, I appreciate when the light cavalry run ahead in order to scout out the battlefield and harass enemy infantry or cavalry. The benefits to me are:

a) The location of battle becomes audible and therefore the enemy’s position is made clear to infantry units who may not have a clear view of the battlefield and are otherwise in danger of making contact with the enemy while unprepared. This also occasionally saves the infantry from wasting valuable time searching randomly and gets them to move in a straight line to the action (large maps or urban maps mainly).

b) The enemy is preoccupied by the harassment of light cavalry thereby lessening the concentration of fire levied against friendly but slow moving infantry from enemy units that may or may not be entrenched / fortified.

c) Can cause confusion / fear among enemy players who are forced to turn every few seconds at the sound of approaching hooves while simultaneously being engaged in melee with friendly infantry. This can provide valuable openings for bayonet/sword swings. 

d) Can force enemy infantry players who are being circled by your cavalry to stay closer together (ie: bunch up) which makes it more likely/easier to hit large numbers for both musket and cannon (it can also force them to dig in which is not always a good thing).


MEDIUM CAV (Dragoons):

PRIMARY ROLE: Seize key terrain, guard the flanks, act as battle cavalry and mounted infantry.

TIPS: While most of the tactics of the light cavalry can apply to dragoons, the dragoons have the added benefit of carrying carbines or cavalry muskets meaning they can ride out to a piece of strategic terrain that the enemy team seems to continually run for, say a house, and hold it until friendly infantry arrive. The main map where I’ve seen this tactic employed successfully is Roxburgh. Dismounting for cover and taking pot shots at the enemy for a while only to remount and displace is another tactic I’ve seen used but I can’t say for certain how effective it is (your lucky if some bugger doesn’t steal your horse). It certainly is annoying for enemy infantry if the run a mile for nothing. Medium cav is a good mid range cavalry that’s mainly used to fill gaps when weaknesses arise given the mobility and firepower. You should engage enemy cav when they threaten your team, dismount to lend a hand to infantry when needed and engage enemy infantry keeping in mind the aforementioned tactics of the light cav. Watch out when engaging lancers head on however. Firing at the enemy, while riding towards them is fun but very inaccurate. Choose your shots carefully and fire when close unless you’re a keen swordsman. If you need to reload, try to move your horse behind cover first, since its not a good idea to stay stationary around enemy infantry for too long as it makes you easier to hit.     

BENEFITS TO THE TEAM:

a)  It’s always better to arrive on a hill or at a house that’s already in friendly hands rather than arriving only to have to take it from an entrenched/fortified enemy first.

HEAVY CAV (Cuirassiers, Carabiniers)

PRIMARY ROLE: Held in reserve for decisive operations (ie: crucial moments that decide the outcome of a battle), used exclusively for battle.

TIPS: Heavy cavalry is slow but the heavy cavalry horses have more hit points than any other cavalry. While a headlong charge at full speed into a bayonet may kill it in one hit, it usually takes more than one bayonet thrust to kill a heavy cavalry horse. As of the recent patch heavy cav players also have a small armor stat. Historically the armor was designed to protect against musket shots at long range but did little to stop a musket shot from close range. They were NOT bulletproof. Ultimately you are still easy to kill and on a slower moving horse that can make you an easy target. Keep in mind however that your horse does more ramming damage than any other cav type, this is useful for wearing an enemy down and or killing already wounded enemy soldiers, but the lack of speed makes this cav a type to be used in numbers. Historically heavy cavalry was specifically bred (and costly) for its role in carrying big men into battle. Heavy cav was also used in conjunction with artillery, where the barrage would soften the enemy up and the heavy cavalry would be used on mass, concentrated in an area in order to penetrate the enemy’s lines.  Your role as heavy cav is to engage the enemy at a crucial moment preferably in a spot where the enemy is about to break or run away towards their friends because their numbers have thinned out in the area you're attacking. For inexperienced heavy cav members I have found it useful to exercise patience and wait for friendly infantry and light cavalry to wear down the enemy before I committed to a charge. I also found heavy cavalry useful for engaging enemy cavalry that was harassing friendly infantry (the added protection and hit points meant I could swing for the enemy’s horses in order to at least render them harmless while enemy swords were less likely to de-horse me first). Not so good for chasing down enemy light cav however. If you're unsure what to do while waiting for said decisive moment to arise you can always try and protect you teams cannons and discourage any commando infantry or cav advances behind your lines, your artillery men will thank you as I often see light cav flanking, infiltrating and raiding cannon positions.

BENEFITS TO THE TEAM:

a)  Knocking down an enemy while dealing out damage gives opportunities for nearby infantry to pounce and bayonet fallen enemies.

Quote
THE GOLDEN RULE: A frontal charge is always the least desirable form of attack and cavalry lone wolfing is seldom as rewarding as cavalry in numbers. Full frontal cavalry charges did happen during the Napoleonic wars, but, usually as either a last resort or in the confidence of victory. The results have always varied drastically. An example:

Quote
Marshal Contades is reputed to have said bitterly after the battle: “I never thought to see a single line of infantry break through three lines of cavalry ranked in order of battle and tumble them to ruin.”

Minden: an iconic victory for the "Minden" Regiments who advanced to battle with white roses in their hats, plucked from the hedgerows, and repelled the attacks of French cavalry.
http://www.britishbattles.com/seven-years/minden.htm

My view is that there are so many factors (in real life battles) that can determine success or loss, that it's impossible to factor them all into a game but for every scenario there are constantly differing outcomes. If you're planning to do a full frontal charge then do it as a last act of an already won battle or a desperate attempt to save the battle from defeat, as any experienced infantry melee players will no doubt destroy your charge:

Quote
In conclusion, most cavalry vs. cavalry and cavalry vs. infantry interactions were probably decided before the two sides came into contact, but it is not improbable that at least some cavalry units were actually able to charge and come into contact with unbroken infantry. The greatest doubt lies in the who, the where, and the when--though it is clear that contact followed by hand-to-hand fighting between two unbroken lines was generally the exception among infantry-cavalry interactions, it is not an easy matter to decide how prevalent these exceptional cases were. I think nobody would disagree if I say that we still need a great deal more research before we can resolve that doubt. http://l-clausewitz.livejournal.com/141888.html


Quote
Historians such as John Keegan have shown that when correctly prepared against (such as by improvising fortifications) and, especially, by standing firm in face of the onslaught, cavalry charges often failed against infantry, with horses refusing to gallop into the dense mass of enemies[1], or the charging unit itself breaking up. However, when cavalry charges succeeded, it was usually due to the defending formation breaking up (often in fear) and scattering, to be hunted down by the enemy.[2]
http://en.wikipedia.org/wiki/Charge_%28warfare%29#cite_note-0
Napoleon's use of Cavalry (Source for the beginning of thread):
http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA406969

Napoleon's main use of heavy cavalry was to keep them in reserve and to trot them out only for decisive operations and mop ups. Occasionally however, when his situation grew desperate he did in fact trot them out for a frontal charge (as is the case in the battle of Eylau). At Eylau Napoleon sent Murat with 10,700 cavalry to charge the Russian center in order to buy himself some time. At one point Napoleon had to send in more cavalry to ensure Murat and his cavalry wouldn't become encircled. Some of the Russian infantry managed to withstand several charges before eventually succumbing or withdrawing. All in all the battle proved indecisive and the casualties to Murat's 10,000 strong cav force are estimated at over 1,500 although the exact numbers are unknown. It was the largest cavalry charge of its time.
Infantry Tips and Tactics

Skirmishers (Rifles , Jagers , Grenz NR. 3 ,  Voltigeurs etc...):
Correct Skirmisher Class
The correct skirmisher class is the Rifleman class , Voltigeur , Meager , Nr. 3 etc… The reasons for this are...
The rifle is the most accurate weapon in the game.
The rifleman , Voltiger does not engage the enemy but is a supporting class for the line. (Well atleast thats how youre supposed to be the Skirmisher)
They wear darker colors.
Benefits to the team
Longer range so they can pick off the enemy from a distance.
More accurate than Muskets and can run faster than Line Infantry and other Infantry Units.
Basic Skirmisher Tactics
Here are very basic tactics that help keep you alive.
Loose Formation - Means spread out, making it harder for the enemy to shoot you.
Skirmish - Fall back once the enemy advances.
Cover - Go to the nearest cover and kneel.
Fire at will - Continuously fire and reload without permission.
These are very basic tactics. But they are still ok tactics. The cover tactic seemed pretty straightforward in the first place.
Tips
Here are useful tips that you can use...
DO NOT ENGAGE CAVALRY (as a rifleman you do not have a bayonet so you can't kill cavalry very easily but if you have no choice aim for the horse or if you can hit the rider aim for him).
If you move while aiming it delays your shot.
Aim, do not just pop shots. The rifleman is a highly accurate class, use it.
When you are Skirmishing, do not Head-On Confront Line Infantry, that will be your certain doom.
Never form into a line,it makes you a sitting duck.
Line Infantry (Highlanders, German Legion , Freikorps, Rudolf NR. 14 , Rheinische infantry  etc... ):
Correct Line Infantry Class
The Correct Line Infantry Class is Highlanders, German Legion , Freikorps , Austrian Line Infantry etc...The reasons for this are…
The Musket is perfect for volleys and is fast to reload they have a good damage and melee.
Line Infantry engage the enemy.
Benefits to the team
Hits the enemy and engage them in Volleys or Melee.
They Can form squares to protect arty as well as Skirmishers from Cavalry Charges.
Basic Line Infantry Tactics
Fire at will - Continuously fire and reload without permission.
Double Line - form 2 lines one kneeling and one standing.
Single Line - make 1 line all standing.
Square - Form a square formation with front row kneeling with bayonets ready and other lines standing and firing.
Fire on command - Means that everyone fired at once when officer tells them to.
Tips
If you move while aiming it delays your shot.
Aim, do not just pop shots. Don't ever spread to far out because then you're open to a Cavalry Charge.
Foot Guard or also known as Grenadiers (Grenadiers De la Garde , Goldstream Regiment, Régiment zu Fuzz , Grenadier Bataillon Purcell etc...):
Correct Foot Guard or Grenadier Class
The correct Foot Guard or Grenadier Class is Grenadier De la Garde , Goldstream Regiment , Régiment zu Fuzz , Grenadier Bataillon Purcell etc… the reason for this is that on some servers they get grenades and they are the official units of a Guard or Grenadier regiment.
They Can can engage the enemy in Volleys and Melee they also sometimes get Grenades.
Benefits to the team
They get Grenades on some servers.
They Can can be used as Line Infantry.
Can be used to Guard Artillery or help out Line troops.
Basic Foot Guard and Grenadier Command
Fire at will - Continuously fire and reload without permission.
Double Line - form 2 lines one kneeling and one standing.
Single Line - make 1 line all standing.
Square - Form a square formation with front row kneeling with bayonets ready and other lines standing and firing.
Throw Grenades - Means throw your grenades if the server has them.
Fire on command - Means that everyone fired at once when officer tells them to.
Artillery Guard - Tells them that they need to hold back and make sure Artillery are safe before advancing.
Tips
If you move while aiming it delays your shot.
Aim, do not just pop shots. Don't ever spread to far out because then you're open to a Cavalry Charge.
Artillery ( Artillery , British Rockets , Artillery Sailors)
Correct Artillery class
The ones that have artillery in them and the British Rocket Corp. Why is this because there the only ones who can run artillery.
Benefits to the Team
Kills enemy troops from a long distance.
Can cause enemy to disassemble Square so that your Cavalry can hit em hard.
Basic Artillery Commands
Fire at will - allows artillery to aim at any enemy in sight.
Fire on target _______- Tells,Artillery you want them to aim at a certain position.
Fall to Square - tells artillery to fall back to a line units square to avoid a cavalry charge.
Move to this position - tells artillery that they need to move the cannon.
Load Hard Shot/Explosive - tells artillery that they need to load hard shot.
Load Canister Shot - tells artillery that they need to load Canister.
Tips
Use Hard Shot and Explosive to take out enemy at a long range. Use Canister to clear out charging or in formation Infantry and Cavalry.
Use Crews of 4 , 1 Officer , 1 Train , and 2 rankers 1 to load the ammo and 1 to load the cannon.
Weapons (Ranged)
Infantry Musket - Good Range , Good Reload Time and Melee because of the bayonet usually carried by Marine's, Line Infantry, Foot Guards/ Grenadiers and sometimes Voltigeurs use them.
Rifle - Great Range, Slow Reload Time , not great for melee usually carried by Jagers , Riflemen , and the a few others.
Cavalry Musket - Good Range , Good Reload Time , not great for melee but you usually have a sword usually used by Dragoons , Voltigeurs and some infantry regiments.
Cavalry Carbine- Not the Best Range , Good Reload Time not great for melee but you usually have a sword usually used by British Light Cavalry.
Musketoon - Not the Best Range , Slow Reload Time , not great for melee usually carried by Sailors and some infantry regiments.
Pistol - Not Great Range , Good Reload Time can walk and reload , Not Great melee but you usually have a sword usually carried by Officers and Sailors.
Weapons  (Melee)
Cavalry Saber - Used by Hussars , Lancers , Dragoons and some Officers.
Heavy Sword - Used by Heavy Cavalry not including French Cuirassiers.
Cuirassier Sword - Used by French Cuirassiers.
Carabiner Sword - Used by Carabiners.
Pike - Used by Russian Infantry.
Bayonet - Used by all line infantry , Grenadiers on all Infantry Muskets.
Saper Axe - used by Sapers.
Hand Axe - Used by some Russian Infantry regiments.
Officer Sword - Used by most Infantry officers and some cavalry.
Saber brisket - used by Line Infantry , Grenadiers.
Short Sword - used by Sapers.
Bayonet Sword - Used by Riflemen, Jagers.
Boar Spear - Used by Russian peasants.
Scythe - Used by Russian peasants.
Broken Vodka Bottle - Used by Russian peasants.
Pitchfork - Used by Russian peasant.
Knife - Used by Russian peasant.
Lance - Used by Lancers.
Artillery  (Types)
Cannon - Uses Hard Shot and Canister good for Field's and Siege.
Howitzer - Uses Explosive Shot and Canister good for Field's  and Siege.
Minor Cannons - Uses Hard Shot and Canister good for ship combat and Siege.
Mortar - Uses Mortar shells good for Siege.
Artillery  (Shells)
Hard Shot - Useful for Field's because it bounces.
Explosive Shot - Useful for Field's because it explodes in enemy formations and good for siege because it makes holes in the defense.
Canister Shot - Useful for Field's because it clears infantry and good for siege because it clears siegers and defenders.
Mortar - Useful for Sieges since it explodes.
Rockets - Useful for Field's because it explains in formations and good for siege but not very accurate.
Exotic  (Server add-ons)
Broken Vodka Bottle  (Molotov version) - In Crates in some servers in crates of 6-8 when thrown it breaks making fire where you threw it.
Grenades - Given to Grenadiers in inventory on some servers 2 to a person when thrown will take a few seconds before explosion.
Healing Knife - Flag bearers get this on certain servers can be used to heal teammates.
Classes
Infantry regiments:
-Ranker=Your basic troop. For infantry they will have muskets, rifles, or in some cases musketoons, and as a secondary sometimes sabre briquet or a sword bayonet(riflemen). These are the main troops everyone plays.
-Ensign(UK)/Eagle Bearer(France)/Sergeant(Riflemen)/Colour Bearer(Prussia, Austria, Russia)=These guys carry the flag/colour/eagle(except sergeant) for the regiment. They also carry a sabre briquet for combat. Provides buff. (When flag is held.)
-Captain=Leaders during the line battle. They carry a pistol, spyglass, and an officer sword(or light cavalry sabre, highlander officer sword, or something of this nice long sword type). Provides buff.
-Medics= Can heal wounded allies. Carries a Saber Briquet.
-Musicians=These include Fifers, Pipers, Drummers, and Hornists. They carry instruments to play as well as a short sword/sabre briquet/highlander officer sword. Provides buff. (When playing.)

Cavalry regiments:
-Ranker=Has the horse and sword of the regiment, as well as a lance, cavalry musket, or cavalry carbine if it applies.
-Sergeant=Same as ranker, as well as colours, unless it's a lancer unit, then it loses the lance for the colours.
-Officer=Has the same horse and sword as regiment, but also has pistol and spyglass(therefore no lances or cav musket/carbine). Provides buff.
-Bugler/Trumpeter=Has same horse and sword as regiment, as well as a trumpet/bugle. Provides buff.(When playing.)

Specialists-

Artillery-
-Ranker=Only one with a ramrod, so they are necessary to load the cannon. Also has cannon lighter to fire and sabre briquet for self defense.
-Artillery Train=Spawns with either cannon or howitzer attached to their horse, must place it somewhere for team to use. Also has cannon lighter to fire it, and sabre briquet for self defense.
-Officer="Spots" for the arty. Using his spyglass he lets the whoever is aiming arty know where they hit and how to adjust. Also has cannon lighter to fire it themselves and artillery officer swords for self defense. Provides buff.

-Sapper=Builds and tears down defenses. Has spade and construction hammer for digging/building, but also has sapper sword/ short sword for combat and sapper axe for tearing down defenses.

-General=L'Empereur Napoleon Bonaparte(France), Generalfeldmarschall Gebhard Von Blücher(Prussia), Karl Philipp, Fürst zu Schwarzenberg(Austria), Feldmarshal Mikhail Kutuzov(Russia), Arthur Wellesley, Duke of Wellington(UK). These guys are basically glorified one of a kind heavy cavalry. They do provide a buff, but otherwise they just have a sword, heavy horse, and spyglass. Provides buff.
Buffs
Yellow Crosshair= Increased accuracy - Infantry captains
-Purple Ramrod= Increased artillery reload speed - Artillery captains
-Orange Hat= Increases the strength of all the other bonuses you have (Catalyst) - Generals
-Red Swords= Increased **melee** damage - Line infantry flag bearers, cavalry flag bearers and **cavalry** musicians
-Blue Reloading Musket= Increased reload speed - Infantry musicians
-Green Legs= Increased movement speed - Light infantry flag bearers, cavalry captains
Basic Ranks Regiment (May Vary)
Colonel - Leads the regiment.
Lieutenant Colonel - Second in command.
Captain - Commands there own unit usually 20 people not including officers , Musicians and Flag.
Lieutenant - Leads 10 man unit under Captain.
Sergeant - Leads 5 man squad under Lieutenant.
Ensign - Carrie's Flag.
Private - Makes up large part of force already part of regiment.
Recruit - People who are checking things out to see if they like the regiment.
Basic Ranks Army (May Vary)
General - Commands on the field.
Lieutenant General - Second in command.
Colonel - Leads the regiment.
Lieutenant Colonel - Second in command.
Captain - Commands there own unit usually 20 people not including officers , Musicians and Flag.
Lieutenant - Leads 10 man unit under Captain.
Sergeant - Leads 5 man squad under Lieutenant.
Ensign - Carrie's Flag.
Private - Makes up large part of force already part of regiment.
Recruit - People who are checking things out to see if they like the regiment.
Basic Ranks Staff , Army , Regiment (May Vary)
General - Commands on the field.
Lieutenant General - Second in command.
Staff Colonel - Can Command on the field if need be but hangs with General.
Colonel - Leads the regiment.
Lieutenant Colonel - Second in command.
Captain - Commands there own unit usually 20 people not including officers , Musicians and Flag.
Staff Lieutenant - Can Command on the field if need be but hangs with the General.
Lieutenant - Leads 10 man unit under Captain.
Staff Sergeant - Can Command on the field if need be but hangs with the General.
Sergeant - Leads 5 man squad under Lieutenant.
Staff Ensign - Carrie's Flag but hangs out with the General.
Ensign - Carrie's Flag.
Staff Private - Guards the General.
Private - Makes up large part of force already part of regiment.
Recruit - People who are checking things out to see if they like the regiment.
Basic Ranks Training for new people to the regiment(May Vary)
Drill Major - In command of all the Training.
Drill Lieutenant - Is in Command of Training the new people.
Drill Sergeant - Is in command of Training the new people.
Recruit - People who are checking things out to see if they like the regiment and who are training.
Tactics and Formations
Single Line - Used by Infantry to get as a way to get maximum fire over a larger area also makes them harder to hit. Con - Open to cavalry charge so enemy vac can hang up on one side of the line. This Formation has been around forever.
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Double Line - The first row kneels while the second stands good for maximum fire over a smaller area. Con - If artillery lines it up perfectly they can send a hard shot right down the line killing most of the line. Open to cavalry charge but can do better than single line.
This Formation has been around forever.
___________
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Square - The first row kneels with bayonets ready while the other rows stand and fire at incoming cavalry used to stop cavalry charges and protect artillery and Skirmishers from Cavalry. Con - Open to heavy casualties due to enemy artillery fire.
This Formation has been around forever.
[******]
[______]
Column - All rows stand and follow the officer used for marching quickly over terrain. Con - Open to heavy artillery fire. Can't turn into a Line very fast.
This Formation has been around forever.
******
******
******
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Scatter - Useful for Skirmishers units for hitting enemy troops. Con - Easy for Cavalry to charge and destroy.
This formation has been around forever.
-  _  -  _    -  _  -  _  -    _  -  _ -  _ -  _
-    _    -    _  -    _    -    _  -  _ - _  -  _  -
Imperial Eagle - Column formation then when you're within range change to the Imperial Eagle which is the 2 front lines kneeling the 3rd line standing over the first 2 rows and the 4th row standing and shooting over the 3rd rows shoulders useful to make a powerful fire in one area and can also resist cavalry charges.
Con - Artillery can hit you hard.
This Formation was created by me.
  _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
I I I I I I I I I I I I I I I I I I I I I I I I
I I I I I I I I I I I I I I I I I I I I I I I I I
Skirmish - Scatter out then fire on the enemy while they advance so fire and reload then fall back repeat.
Con - easy for Enemy cavalry to charge and destroy.
This formation has been around forever.
_    -  _  -  _  -    _  -  _ -  _ -  _
-    _    -    _  -    _    -    _  -  _ - _
↓                ↓                    ↓
Splitting the sea (need a better name so any suggestions would be nice) - When the enemy cavalry charge the middle of your line/Eagle/Column etc… some of the men go right and some go left like a few seconds before they hit (must have another regiment behind you for this to work) then close back up on them while the regiment behind you charges the enemy cavalry.
Con - can't really think of one but i'll come up with one.
This is a formation that i have improved on.

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          ↓      ↓
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    ←      → ←          →
      ↑                  ↑
      ______________
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Pincer - forces simultaneously attack both flanks (sides) of an enemy formation and leave some men in the middle.
Makes the enemy defend 3 sides at once works well with cavalry vs infantry.
Con - Splits your force in 3rds.
This Formation has been around forever.
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          ↑                    ↑ ↑                      ↑
          ↑    ________  __ _________    ↑
              ------------ --- -------------
              ↖      ←                    →  ↗
Tips by members
Cavalry:
Line Infantry:
Foot Guard or Grenadier:
Skirmisher:
Artillery:
I will be adding on to this Guide in the future.
To Fill out a tip tell me what unit type it's for then what it is then i'll put it in if it works out thanks in advance  :smile:
 
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