Hfm victoria 2 wiki
You could employ this composition in the 1850s if you get around to researching "Inorganic Chemistry" that early, but there maybe other techs you give higher priority. Both techs strongly relate to my composition for this era, once again supply limits are upped by 25% (from their base values). I call this part "1870" because if you're playing as a western great power, you're likely to get "Machine Guns" ASAP in the 1870s as well as have "Inorganic Chemistry" for the canals. Dragoons will catch up and be on par Cuirassiers soon (if they haven't already) and will surpass them by as early as the 1850s (dependent on your tech choices), Dragoons are more future proof in other words.
HFM VICTORIA 2 WIKI PLUS
In Cuirassier armies, add 3 more Cuirassiers plus a Dragoon and consider replacing all the Cuirassiers with Dragoons. (B) 1 Cavalry, 2 Infantry and 2 Artillery. (A) 1 Hussar, 2 Infantry, 2 Artillery and 1 Engineer. If I were faced with harsher terrain with the composition I listed before, I'd split the army into the following compositions: In deserts & tundra as said before, a 21K army would suffer attrition. The other is so when you're faced with harsh terrain, both halves of the army have some recon. Apparently only the highest recon counts, so you only need 1 Hussar and the rest of the recon units needed to maintain max efficiency might as well be Cavalry to cut down on costs. The first is to keep the army's recon efficiency at 100%, since it would drop to 90% with just 1 recon unit in a 33K army. The Cavalry is there for a couple of reasons, which I'll soon explain. Maybe you know a better one, by my for now composition is:ġ Hussar, 4 Infantry, 4 Artillery, 1 Engineer and 1 Cavalry. The most we could support at sea is 33K, so that will be the new size of our armies. So it could almost operate in deserts without taking attrition, however I say we up our armies. Thanks to Medicine reducing attrition by 25% (after acquiring the 5 inventions), our old army of 21K would only require 15.75 supply points. Medicine ups supply limits by 25% and also (eventually) reduces attrition by 25%, allowing for much bigger armies than before. Unciv armies would be similar to this, with compositions of either:ħ Cavalry (early offensive before Infantry are unlocked).ġ Cavalry and 6 Infantry (once the necessary reform is enacted). You may want to make some armies with Cuirassiers instead of Infantry and Artillery since they're faster and stronger at the start. You should only go for the Cavalry if you're playing as someone like the Ottomans, a Latin American country or a newly westernized nation which hasn't yet got the necessary tech and invention for Hussars. This is why I'd recommend having an army of 21K or seven brigades during this point of the game, composition:ġ Hussar or Cavalry, 3 Infantry and 3 Artillery. That's right, you'll suffer attrition if you have more than 7 brigades occupying the same sea tile in the pre-medicine era. Something inportant to remember is, hostile supply limits double to friendly supply limits the ingame day after you start occupying.Īnother supply limit you may not be aware of is 21 at sea, a number that doesn't change no matter how many transports you have. You'd halve those numbers for unclaimed & hostile land or add 25% for land you have sovereignty over. So I'll mainly be going by supply limits as to how big armies should be, so here's a reminder of the start of game pre-medicine supply limits in friendly territory:
HFM VICTORIA 2 WIKI FULL
You can't outflank an army which has a full line, making outflanking near impossible late game. It ranges from 30 for uncivs at the start of the game down to just 10 for advanced countries in the roaring 20s, the maneuverability stat is only really worth paying attention to early on when outflanking is likely. As mobilized units are always Infantry, it's a good idea to have "support stacks" with no front-line units prepared in order to attach mobilized Infantry to during war time.Ĭombat Width is how many brigades it takes to form a full line, only support units and Engineers can fight from the second line while any third line units do nothing. To make offensive compositions, all you really have to do is use Guards instead of Infantry anyway. Amours could replace Engineers as siege units the same way Planes can replace both (other) recon units and Artillery, but not as well.Īs defense is generally stronger (especially mid game onwards), I'm going to list mainly defensive compositions in this guide. Front-line units are Irregulars, Infantry, Cuirassiers, Guards and Amours. Recon units are Cavalry, Dragoons, Hussars and Planes. A general rule is you should have 10% recon units, 10% Engineers, 30-40% support units and 40-50% front-line units.