CaptainAndrew said:
3. Light Cavalry.
Low Riding skill and bad horses, though nicely upgraded Musquetry proficiency and Horse-musquetry skill. Can think of them as highly mobile, close-range infantry with swords and good ranged DPS.
Ew. You're thinking of Dragoons, which are usually defined as medium cav. More accurately they're like the horse-archers of this era, sometimes described as mounted infantry.
1. Line Infantry
Should have skills balanced between light infantry and grenadiers. Not as good at shooting and moving as light infantry, but having some of the toughness and melee power of guards. Their versatility should be the reason to use them. Have enough of these guys and you can win any fight. Even an unskilled commander should be able to use these to good effect. Should be a low risk investment.
Their weakness lies largely in their lack of specialization. A good infantry commander should be able to make better use of an equal number of Grenadiers and Skirmishers.
2. Guards/Grenadiers
I think of them like Nord Huscarls or Rhodok Sergeants. Best melee power and toughness. If you need something that can hold against a heavy cavalry charge, match their numbers in the currency of Grenadiers. Grenadiers should be slow to move and their ranged skill lower than line infantry.
Their main weaknesses is that even though they can absorb shot well, units like light infantry and dragoons are fast enough to avoid melee and still do damage. They should also be more difficult to train to elite than line inf.
3. Skirmishers
Light Infantry are meant to provide ranged fire support. They should be fast on the move and produce a high volume of accurate fire, but make for squishy meal when faced with so much as light cavalry.
Riflemen and similar infantry are the extreme of this, being extremely deadly with their fire, but with almost no melee capability.
4. Hussars
These are the vultures. They circle you with unparalleled speed and maneuverability, but never attack unless you make yourself very vulnerable. Attacking tightly packed grenadiers with these for example, would be suicidal. They cannot pierce thick line formations, but skirmishers, artillery, or a thin/broken infantry line will make suitable targets.
5. Dragoons
Ranged cavalry who have similar fire capability to line infantry, maybe less. These should be able to defeat any unit, so long as they are not caught in a melee against Cuirassiers, Lancers, or Grenadiers.
Line Infantry should be about on par with them in a melee, and thus you will lose all your men if you charge a line of superior numbers.
Skirmishers should be charged, but grenadiers should be shot.
Heavy cavalry or lancers will make mince of dragoons. You will need a strong infantry line for your dragoons to retreat to if you meet a melee cavalry force.
6. Cuirassiers
The hardest, heaviest, slowest cavalry. If managed well and carrying sufficient numbers, these should be able to sweep away infantry lines. Grenadiers will beat Cuirassiers provided they have similar numbers.
Their toughness and melee power give them similar(but not superior) melee strength to Grenadiers.
Line infantry are a prime target for cuirassiers. Just make sure you're not badly outnumbered by the enemy line, and you'll be seeing green text fill your screen.
7. Lancers
Something of an anomaly. These are almost as fast as hussars, but not as maneuverable. They deal similar damage to, but do not have the survivability of cuirassiers. No ranged capacity at all.
The main thing these men have is an incredibly damaging charge.
Every kind of soldier should have reason to fear lancers. Lancers should however be vulnerable when they get stuck in. Not having the armour or toughness of cuirassiers, many of them will die after the initial charge if they cannot escape sustained melee combat.
If they can be skillfully commanded, repeated charges will break any enemy.