On the other hand, they get in range fairly quickly due to their rapid movement. Because cavalry regiments tend to have low firepower, you need a large number of them. The earliest units that can really be of use in this way are Hussars and Calivermen. Your advantage against an unoccupied fort is that the defender has no mobility once the battle beginsĬavalry or Light Infantry Rush: One method that works well is an attack with a large number of cavalry, or light infantry regiments with firearms.
Your plan must deal with the fact that the defenders gain the benefit of opportunity fire and perhaps at least one turn in which their weapons are in range and yours are not. Generally, the most important element of an attack on a fort is a plan. Since your computer advisor for the most part uses the methods outlined in the chart, it is probably necessary to fight the battle yourself on the tactical battlefield if you attack with a different sort of army. You may decide to try to take a fort even when you do not have the exact forces referred to on this table. Other Strategies for Attacking Unoccupied Forts. Of course, it is always a good idea to bring extra forces, especially since the defender can reinforce his forts. However, the same basic strategy may be used against all unoccupied forts as long as the attacker changes the amount and type of regiments in the attack force according to the strength of the fort. Taking Later Forts with More Emplaced Guns.įhe strategy outlined with the checklist above works well against a Level 1 fort with the weakest sort of emplaced gun. Then repeat the process with the other units.įhe battle is over. After you move it, hold your cursor over the emplaced gun and fire it. Move the first one as far forward as you can, directly toward the emplaced gun. Now you can advance and fire with your two Horse Artillery units. Because the enemy has fired on your infantry on its second turn, on your third turn, the enemy emplaced artillery has no opportunity fire.You are using this regiment to draw the enemy fire and it does not matter if it is badly damaged at this point. Once your unit can harm units in the fort, the enemy shoots him with opportunity fire on your turn, and then on its turn shoots him again.
You must move your unit into range of the enemy in the fort before the enemy will perceive it as a threat. On your second move, move only your extra (non-artillery) regiment, toward the fort into the red zone.
On your first turn after deployment, move all three units to the edge of the zone that the enemy emplaced gun can hit.Even though forts might seem very strong when you first start to play, eventually forts need extra mobile units in them to be safe, especially extra heavy artillery. The defender has no options except to fire his emplaced guns and wait to be destroyed. This force can usually take a wooden fort with the earliest form of emplaced gun, but victory is certain if three light artillery are used instead of two.īecause emplaced artillery cannot move, an attacker who brings the proper force to take an unoccupied fort can always win. The minimum amount for success is two Horse Artillery and one other unit. The ideal force for an assault on a non-reinforced fort consists of light artillery and some light infantry (not Peasants) or other unit with a firearm such as a Caliverman or a Musketeer. These early forts are usually Level 1 (wood), but similar methods apply to Level 2 and Level 3 forts that are relying on only emplaced artillery for their defence. Which method you should choose depends on what forces you have available and on the number of defenders and level of the fort you are trying to take.Įarly in the game most forts are built as an attempt to defend a province quickly without constructing a lot of regiments that a Great Power cannot afford yet. STUDY TIP: These are the concepts and vocabulary from period 3 that most commonly appear on the exam.There are certain methods of attacking forts that are more likely to be successful.