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I've seen people overlook skirmishers, so here's my 2 cents:

They cost only 1 arms, 1 untrained worker and 200 money to make, so very cheap. Their mobility is on par with the
Horse artillery, plus I think they have slightly better defense than Regulars. Better range (same as Regulars and Grenadiers) but slightly lower (5 vs 7) range than Hussars. By itself it may seem like a weak infantry unit, but the increased mobility
and better defense means a group of 4 or more can hold off enemy chaaarges for a short while, but they will fold
without heavier infantry or artillery support. But once they gain 4 medals, their defense gets very good. I prefer them to the
Hussars because of the defense bonus and the Skirmishers superior range, this makes them more versatile. But as Skirmishers become later important, I'd rather use Hussars as pure cannon fodder.

I like to send the Skirmishers out in small groups near the edges as a first wave. The idea is that they engage only the first rank of enemy flanks so they receive a limited amount of damage while they gang on a single unit at a time. If they can move to engage enemy artillery without taking an abysmal amount of damage, I go for it. If enemy formations are too dense (laaarge battles) then the Skirmishers can be used as a first line of defense while artillery catch up.

The skirmishers seem to have higher initiative than Horse artillery=they can often move first. I generally move my Horse artillery on their first turn only to as close to the enemy as possible without taking any fire. Once the skirmishers get close
to the enemy, the artillery can now move without friendly units blocking their advance. Next up is a steady advance of Grenadiers and Regulars if short on workers and can't make enough Grenadiers. They will probably catch up on the Skirmishers and artillery just in time to face the enemy charge which happens when either the AI thinks it can't stand a change and sends out militia, or when all enemy artillery either have surrendered, destroyed or are fleeing, and because the Skirmishers and Horse art have probably received most of the fire, the heavier infantry will slay the already battered enemies.

When the enemy has received sufficient bombardment and musket fire, the Skirmishers can also move to take trenches
or rush through a breached wall or a gap in enemy formations. This way they can deal damage to enemy artillery (useful if
you are short on artillery). Finally, they can be move behind enemy soldiers to get them to surrender when their morale goes low.

Skirmishers are also the first infatry unit to receive an upgrade and the AI never builds them. When Bessemel Converter
is available to research, do it immediately and start stockpiling on money and guns if not already done. If you've been using
Skirms from day one, you should have veterans who now get the longest range (9) and best mobility of any infantry unit, and same 10 damage as Regulars.
This means they can be used to shoot at enemy artillery or enemy infantry outside the range of the first enemy units.
Even 3-5 veteran Sharpshooters and some Hussar cannon fodder can now make a great difference in battles,
even if the enemy has more artillery than you.

I can post some battle screenshots if you like, but here's some battle results:
Attachments:
Post edited January 27, 2024 by jarmotauko
avatar
jarmotauko: I've seen people overlook skirmishers, so here's my 2 cents:

They cost only 1 arms, 1 untrained worker and 200 money to make, so very cheap. Their mobility is on par with the
Horse artillery, plus I think they have slightly better defense than Regulars. Better range (same as Regulars and Grenadiers) but slightly lower (5 vs 7) range than Hussars. By itself it may seem like a weak infantry unit, but the increased mobility
and better defense means a group of 4 or more can hold off enemy chaaarges for a short while, but they will fold
without heavier infantry or artillery support. But once they gain 4 medals, their defense gets very good. I prefer them to the
Hussars because of the defense bonus and the Skirmishers superior range, this makes them more versatile. But as Skirmishers become later important, I'd rather use Hussars as pure cannon fodder.

I like to send the Skirmishers out in small groups near the edges as a first wave. The idea is that they engage only the first rank of enemy flanks so they receive a limited amount of damage while they gang on a single unit at a time. If they can move to engage enemy artillery without taking an abysmal amount of damage, I go for it. If enemy formations are too dense (laaarge battles) then the Skirmishers can be used as a first line of defense while artillery catch up.

The skirmishers seem to have higher initiative than Horse artillery=they can often move first. I generally move my Horse artillery on their first turn only to as close to the enemy as possible without taking any fire. Once the skirmishers get close
to the enemy, the artillery can now move without friendly units blocking their advance. Next up is a steady advance of Grenadiers and Regulars if short on workers and can't make enough Grenadiers. They will probably catch up on the Skirmishers and artillery just in time to face the enemy charge which happens when either the AI thinks it can't stand a change and sends out militia, or when all enemy artillery either have surrendered, destroyed or are fleeing, and because the Skirmishers and Horse art have probably received most of the fire, the heavier infantry will slay the already battered enemies.

When the enemy has received sufficient bombardment and musket fire, the Skirmishers can also move to take trenches
or rush through a breached wall or a gap in enemy formations. This way they can deal damage to enemy artillery (useful if
you are short on artillery). Finally, they can be move behind enemy soldiers to get them to surrender when their morale goes low.

Skirmishers are also the first infatry unit to receive an upgrade and the AI never builds them. When Bessemel Converter
is available to research, do it immediately and start stockpiling on money and guns if not already done. If you've been using
Skirms from day one, you should have veterans who now get the longest range (9) and best mobility of any infantry unit, and same 10 damage as Regulars.
This means they can be used to shoot at enemy artillery or enemy infantry outside the range of the first enemy units.
Even 3-5 veteran Sharpshooters and some Hussar cannon fodder can now make a great difference in battles,
even if the enemy has more artillery than you.

I can post some battle screenshots if you like, but here's some battle results:
Thank you for this tactic, I'd love some screenshots of battles to illustrate what you're saying.
Here's a couple of quick screenshots, hope these will help some.
Attachments:
battle1.jpg (181 Kb)
battle3.png (297 Kb)
avatar
jarmotauko: Here's a couple of quick screenshots, hope these will help some.
Thank you, I'll give it a try.
Post edited February 06, 2024 by thedkm