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If you plan on an attrition battle, 2 units for a blitzkrieg attack or increased firepower, 1 unit if you want to really steamroll over your opponent (not advisable as a melee charge will kill pretty much anything in that case), and 4 units if using fire and advance (which does decrease the range, so you should have it activated at the beginning of the battle) or are doing a melee charge.

You can continue your campaign.I added an example of the file user.script.txt to the download for new players.The UPC-NAP language file is mandatory to display the unit names and descriptions.Unit Pack Compatibility Project - Napoleon (UPC-NAP)hello, Swiss, i've been looking for the upc files for the mod, but every time there's a link of some sort i can't find them, like the mediafire link, i don't see anything in the folders, any help?

If his army's demoralized, go for his general; if his cavalry's coming in for a charge, start shooting them;and if his infantry outnumbers you, start the slaughter with them (either aim for his elite units or units on the flanks; elite units die just as easily as militia, while routing units on the flanks may allow you to outflank your opponent).

Basically, you can have a maximum of 14 chevrons on one unit, and each chevron gives a unit 2 more accuracy, 1 more melee attack, 1 more melee defense, 1 more reloading speed, and 1/2 more morale.

However, they do serve a very important purpose:backup and late-game forces.

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No articles were found matching the criteria specified. If your opponent has an army heavy in artillery, however, your troops would be better off 2 or even 1 line thick as an artillery blast into thick troop formations will take out significantly more than a spread out one. The lights have slightly lower melee base stats, similar charge bonuses, can hide more easily, and are much faster than the heavies (although both are faster than infantry).

this guide may not be enough; trial and error may be the best tool for learningNow, we're on to the actual descriptions and potential uses of units. Chevrons are most important to place on key units, such as your general or elite infantry, or ones that you feel are important but not very strong, such as militia skirmishers.

At first, it sounds very appealing:a powerful army that can crush any unit on a one on one fight.

They both have the same reload rate as most line infantry, and they have anywhere from 30-60 troops.

Here is the link to my Total War Center UPC-NAP site:Here is the link to all my UPC mods for all TW games.

First off, their grenade shot is extremely effective against thick formations because the blast would kill all around, rather than just horizontally. This "Average cannon" has a firepower of 6-35(the mortar of the ottomans has a 70 firepower, but will hardly ever hit and, again, will be banned in most games), and though they can deal fantastic damage at a distance, they're as good as dead in a melee unless you have a unit nearby to save the day(artillery usually has morale down in the 3-4 range to boot).

Now, all factions have four general's to choose from; each is a heavy cavalry unit with 10 morale, 7 melee attack and 8 melee defense. Then, when an enemy unit(likely light cavalry) comes to destroy your seemingly-undefended artillery, ambush them and quickly destroy the threat!Overall, artillery is an essential part of most armies, and is a welcome help to any Total War player.Now, lancers are similar to light cavalry (and can be used as such)except for one fact:they have ridiculous charge bonuses, even as high as 44 for the French Dutch Guard Lancers.

As soon as you see your line starting to lose, or a unit breaks and more are to follow(as in it wasn't a one-in-a-thousand artillery attack), you rush in your elites to give your line some desperately needed firepower. As for what targets to choose, it ultimately depends on the situation. Though these tests probably aren't perfectly accurate (the 9 star general took a step backwards), they should still help you nonetheless to decide which general to take along, but ultimately it will be a trade between cost and fighting ability (I personally use the 3-Star ones as they give a noticeable boost without being too expensive).Now, I know Chevrons aren't units, but they're still an integral part of N:TW and any total war game in general. Finally, even if you use them to take out artillery, they will do it much slower than normal cavalry because of missile cavalry's reloading time. We suggest you try the AUM-NAP version which you can use to play with DARTHMOD.AUM-NAP version which you can use to play vanilla standard Napoleon. Thankfully, lancers are the fastest units in the game, and therefore can actually stand up to even heavy cavalry by cycle charging (see below) thanks to their ability to outrun enemy cavalry units.

Again, as with grenadiers, I can't tell you as much as I would like to about Missile Cavalry, but I'll try. Missile cavalry I personally don't use at all, and that's due to several reasons. Never leave your artillery unguarded or they'll be crushed due to their slow reload rate and horrible melee stats, making them an especially tempting target for cavalry. Yet skirmishers are vitally important because of one thing:range.