Cannons and howitzers are powerful enough to break up these clusters, especially when the comprised units are unarmored. Since there is no clash detection for allied units, masses of troops can be clustered in a tight spot. Against a combination of stand-ground melee units and powerful ranged units, a much bigger army would be needed to conquer their position without artillery support. However, they are slow, almost useless against armored units, and are easily destroyed by cannons or howitzers.Īrtillery is especially useful when attacking a fortified position. They can decimate unarmored troops very effectively. Most factions can also research a multi-barreled cannon which fires grapeshots at a high rate of fire. Mortars have a very high range, but can only attack buildings. Additionally, they fire at high angle, thus being able to reach units behind hills or walls. While cannons have a long range, firing directly and dealing damage to a relatively small area, howitzers have less range, but deal greater damage to a larger area. When playing with artillery enabled, these units can deal massive blows, especially to clustered troops. It is also possible to hide behind hills to avoid being hit by cannon fire. Further, plateaus are often easier to defend because of their choke points. Ranged units gain a range bonus when firing from higher ground. On maps with many hills and plateaus, it is often battle-decisive to make use of elevated positions. Letting infantry formations stand ground gives them an even higher bonus, which is useful when defending. Heavy cavalry can form formations as well, giving them +1 on attack and defense. Defensively strong units like Roundsheers, armored Pikemen or heavy cavalry should form the front line to absorb attacks, while ranged units deal damage from the distance.Įspecially for infantry, it is recommended to create formations with officers and drummers to increase their combat values (+2 each on damage and general defense). Units like skirmishers that can deal a lot of damage are often vulnerable, so make sure to protect them as good as you can.
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When charging into battle, it is every army commander's question which units to send in first and how to make the most effective use of your whole army. If the enemy has mainly ranged units, counter them with hussars. If you encounter melee infantry, train dragoons. Reacting to the enemy's forces is a key point in every strategy game. This way, the enemy's forces can be seen without having to send out scouts. In the later game, all factions except Algeria und Turkey can research the Montgolfier balloon to unveil the entire map. Send out scouts in the earlier game to find out what the enemy is doing, what his forces are, and then think of a way to counter them. Keeping an eye on the enemy is at least as important as building up your own army. Both also have some advantage with artillery and ships. Fox example, Algeria and Turkey are outclassed late in the game, but can deal a blow early with cheap, massed troops. Some factions are better in the 17th century, some come out strong in the 18th century. Learn how to form an effective army by using all military buildings you have. There are a couple of basics that should be remembered when sending your army into battle:Įvery faction has its own specific set of units with all their pros and cons.