Since someone should do it, and since I’m always utilizing them, I’m gonna go ahead and take charge of making guides for this mod. I’m more than happy to take input from others as well, as long as the criticism is constructive in some way. Let me know if I should adjust anything, and feel free to use this guide and any more I post here in the mod in whatever way you wish. Alright, let’s do this!
Tactics
Unit Tactics
First thing you must understand for this mod is formations. In native you could get away with just putting infantry to protect archers, and use your cavalry to either be a distraction, or be the hammer. Now, not only are ranged infantry the norm, but cavalry is doomed in frontal assaults. So, lets discuss the differences.
First of all, the strongest formation is not the infantry line. If that infantry line is facing only infantry, it only needs to be one or two ranks deep. When facing cavalry, although it may slaughter most of them on the way forward, it should still be several ranks deep to stop the horses. Either way, closer together is usually better to concentrate firepower. MAKE SURE YOUR MAIN LINE FIGHTS IN MELEE. Right now, if you want to exploit the ai, you can charge with cavalry after the first volley and the enemy will scurry, unless you uncheck the box about using ranged weapons until ammo is out in your formations menu in camp. Volley fire is rather effective, especially if you time it for when the enemy is about to loose their volley. Also note that infantry will only fire at will when they consider the enemy to be in range, which depends on their weapon accuracy and firearms ability based on what I can tell.
Next: Skirmishers. These are your jaeger units or their equivalents. These troops are generally wasted in your main line, as their melee ability is usually sup-par and their range will cover most of the map. I use them as a separate division and perch them on a high spot where they can support my main line for infantry and have support if the enemy sends cavalry at them. These troops should also be spread out so that enemy soldiers have a harder time hitting back.
Melee infantry. This presents a conundrum. Should they be left in a separate division or included into your line? I prefer a separate division set either behind my main line for a charge or near my skirmishers to counter cavalry there. These perhaps are best as an emergency reserve in case the enemy is in danger of compromising your position. You may consider including officers in this group, as well as companions equipped with 2-handers. Another note is that color-bearers are rather effective against a cavalry charge thanks to their polearms.
Cavalry: this group can be difficult to utilize properly. Perhaps their best use is to for a damaged enemy to break and then cut them down with their sabers. Since frontal charges are out, lances are not very useful. Cavalry also has a short range for their guns, so the best use of them is to have one volley and then switch to sabers. Some cavalry, especially dragoons, come equipped with foot muskets, so the player can use them as a mobile response force. Unfortunately, the AI seems unable to comprehend this. If you don’t want the hassle of trying to work out moving and dismounting these troops, you might consider having them dismount at the start of battle instead.
Formations
First let’s talk PBOD, since it is pre-battle. PBOD gives you a bunch of options in the camp menu to adjust the AI. I’m honestly still struggling to find out the best combination of settings to make the AI act intelligently with their units. So experiment with those options as much as you like.
Now, in addition to AI options, PBOD also allows you to give each unit a set of orders when battle is imminent, but only if you have put some points into your tactics skill. Instead of “lead your troops” or “take the field”, select “plan….” This will bring you to a screen that shows each division on the left and your options for movement and formation orders in consecutive columns. A button at the bottom will allow you to switch to weapon orders. Note that the native pattern of ranged units up front, infantry to the left, and cavalry to the right still functions, so I would avoid giving any unit except #2 an order to move more than 10 paces, because I’ve seen them move every which way.
Anyway, the first screen allows you to choose if your units will follow you or further orders (don’t try and combine follow me with any 10 pace options or any of the formations, as it will confuse the troops). I personally like to lead the cavalry, but if you are a sniper then lead your skirmishers and if you like to mix it up (watch out for grenades) you can lead your melee units (I wouldn’t recommend your main line of soldiers as they need to stay still to keep firing). Have your main line advance forwards, and either ranks or letting them line up on their own seems to be the best option. You may also want them to stand closer together. Your skirmishers on the other hand should spread out, although again ranks or nothing for their formation. Cavalry should stand close together to maximize their charge, but should stay out of sight so they aren’t big inviting targets. Melee troops should stick close so they can help each other, and don’t scatter when charging an enemy position.
On the weapon screen, make sure your skirmishers are the only ones to avoid melee. Otherwise your men will run to the edge of the map if the enemy advances too close. This can be devastating if the enemy has cavalry. I have seen my ally’s entire 40-man infantry force eliminated by less than 10 dragoons this way. Other than that, pick options that make sense.
As for the formations themselves: ranks are great for staggered skirmishers or a solid line that can pull down cavalry in their midst. However, the default formation is a line, so leaving that alone will help mass firepower against enemy infantry. A shieldwall is probably useless, as almost no units have shields to go up front, and your bayonetted soldiers cannot fire from the back. A wedge is probably not useful, as if your attacking units would need that penetration power, chances are the enemy can exact horrible casualties on your attacking men, especially since your most experienced troops are the first to die, being at the front. A square is probably only useful as a tight-packed mass when the enemy is all cavalry or melee infantry, which is rare. Otherwise it’s a prime target for muskets.
In battle
The single most important command to know in battle is by holding F1, you can tell your men to go to your cursor. This can be used both in 1st person and on the battlemap, accessible with backspace. This will move your troops in formation. If your crosshair/cursor is over an enemy formation, your formation will also attack that formation You can also use advance 10 paces and withdraw 10 paces in the F1 menu, but this is a rather small movement overall. Other commands in the F1 menu include hold position, follow me, charge (which cancels any formation your units have), stand ground, and retreat. The formations menu allows you to adjust the number of ranks in a formation as well as stand close and spread out. The weapons menu is the same, and I’m still working out the other menus as two of them keep overlapping even when I change the keybindings.
The general way battles are fought is by having the two lines duke it out in some-what organized fire. Most volley fire comes from troops getting into range at the same time or stopping at the same time. Whichever line is stronger wins and pursues a retreating enemy. If the enemy has reinforcements, the victor should simply advance over the enemy’s position into a new one to prepare for the next line to advance. Cavalry will largely avoid your troops, and melee troops may charge in the middle of the fight. Of those, the melee forces are more dangerous as the cavalry tends to shy away from anyone looking at them, and those drummers and flag-bearers are rather deadly if they can close. Beware grenades, as they go off rather unpredictably and often include friendly fire. Keep your charge back until the grenade explosions have gone down. If you have dragoons or mounted jaegers, have them dismount on the enemy’s flank (but not right along their line) so their fire is more deadly. Unfortunately, when the AI initiates the battle, it often decides to order a general charge. The ranged units still fire, they just move forward as they do so until they are close enough to initiate melee. When that AI is your ally, it can ruin your battleplan, especially on large battles when you are only commanding a few of your men. At one time my allies outnumbered them 2-1, and they chased the enemy into a lake where my ally got obliterated. If this happens, leave your skirmishers in good position and bring everyone else into the path of their main retreat to catch the pursuing enemy cavalry followed by scattered infantry.
Sieges are going to be bad. Set up your skirmishers somewhere where they can fire at troops on the parapets. Lead the charge with grenades if possible, and then melee troops. Send your line after them, and I would suggest ordering them to hold their fire so they don’t pause on the ladder. Dismounted cavalry next, and only once the wall is secure send up your skirmishers. I would limit every other unit’s firing unless the enemy spawns a bunch of ranged troops on the other side of the fort, as your troops will usually charge all the way to the enemy before they can finish reloading.
Tips, Tricks, and Things to Know
• One great spot to put your line is just behind the crest of a hill. If you position them right, they will make smaller targets while having a full field of fire.
• Sneak your cavalry behind hills around the enemy. When they are focused on your main line, a cavalry charge can succeed. Then, the scattered enemy is no match for your line and your melee.
• If the enemy did not initiate the battle, they tend to find a big hill and sit on the front slope. Good skirmishers can cause casualties without much reprisal and force the enemy to respond to your troops. Racing your cavalry in front of them and then back can also pull them off their hill.
• Bandit groups tend to fall and then break easily in the face of a solid volley, especially followed by a cavalry charge.
• Officers may work better with your melee group as their pistols are short range and they are powerful with their swords.
• Valynchian recruits make great shock infantry thanks to their molotovs and their axes.
• Kessick Eral Bowman make surprisingly good skirmishers thanks to their high accuracy and rate of fire.
• Maritime nations have Marines as an upgrade for their line infantry. They make excellent close-quarters fighters.
• Musicians upgrade into field surgeons, which boost your medical skills but need to be kept away from the fighting.
• Officers, Currasiers, and some guards have the best armor. They can survive most pistol shots, unlike the other troops.
Next I'm thinking a troop tree guide. If the devs or anyone else has any resources they can share in this area, they would be greatly appreciated