Hello all. I've been meaning to do this for a while and I just started. Being this is a new thread it's all the better since this post won't be buried on page 79.
The first thing that happened when I installed RaR was I felt overwhelmed. There were so many units and so much new stuff it was hard to keep it all straight. The biggest thing I think was figuring out the unit "lines".
In the epic game there were basically two lines: Defensive units and Offensive units. But in RaR there are a lot of branches and lots of variety. My goal with this post is to identify the unit lines and upgrade paths to better help understand it all. I am doing this for myself and I hope others find it useful.
I will list out each unit in order of upgrades, listing the A.D.M values as well as resources needed.
UU's and flavor units are not included at this point.
Foot Units
Early Defensive
Tribal Guardsman (1.2.1) =>
Spearman (1.3.1) =>
Pikeman (2.4.1 - Iron) =>
Musketman
Halberdier (3.4.1 - Iron) =>
Musketman
Early Offensive - Swords
Warrior (1.1.1)/
Champion (2.1.1) =>
Swordsman (3.1.1 - Iron) =>
Medieval Infranty (4.2.1 - Iron) =>
Arquesbusier (4(5).2.1 - Salt) =>
Musketman
Man-at-Arms (4(4).2.1 - Iron) =>
Musketman
Early Offensive - Archers
Archer (2(2).1.1) =>
Long/Crossbowman (3(4).2.1) =>
Arquesbusier =>
Musketman
Early unit lines all combine to the main Musket-Infantry line
Musketman (5(6).4.1 - Salt) =>
Line Infranty (6(7).4.1 - Salt) =>
Rifelman (7(8).5.1) =>
Trencher (8(10).6.1 - Rub) =>
Infantry (9(12).6.2 - Rub) =>
Grunt (12(14).8.2 - Rub) =>
Modern Infantry (14(16).10.2)
Guerilla types
Patriot (4(5).3.1 - Salt) =>
Partisan (7(11).6.2) =>
Guerilla (10(15).9.2)
Middle/Late Amphibious line
Colonial Marine (6(6).3.1 - Salt) =>
Leatherneck (8(8).4.1) =>
Amphibious Infantry (10(10).5.1 - Rub) =>
Marine (12(12).8.2 - Rub) =>
Modern Marine (18(16).10.2)
Late game defenders
Machine Gunner (6(12).8.1 - Rub) =>
TOW Infantry (12(16).20.1)
Paratrooper line
Paratrooper (10(12).10.1 - Rub) =>
Airborne (14(16).12.1)
Commando line
Commando (14(12).6.1) =>
Special Forces (20(20).8.2)
Foot unit stategies
The biggest thing to realize as a difference from the epic game is the defensive power of foot units. It's not as strong. Infranty alone are not the end all-be all defenders, Cavalry can still take them out. One strategy is a mixture. Get some units with higher bombard rates like the Guerilla or Amphibious types. Mix with some bombard/artie types. Combined arms is a key. You will be using Muskets for offensive operations in RaR where you wouldn't even consider it in the epic game for example.
And what if you have limited resources? Living without iron is hard, no doubt. BUT, if you can make it to the saltpeter units (assuming you have salpeter) without a major war you'll be fine (outside of other problems like no railroads). Living without saltpeter is easier as the timeline is smaller to get to Rifles which don't require any. No rubber? There are a few late game units that don't require it like the Commando line and the ends of most other lines. So plan carefully your research to get to these faster or trade for what you need (or go get it!)
Mounted Units
The Main Horse line
Chariot (2.1.2 - H)/
Horseman (2.1.2 - H) =>
Cataphract (3.2.2 - H,Iron) =>
Heavy Horseman (4.2.2 - H,Iron) =>
Knight (5.2.2 - H,Iron) =>
Cuirassier (6.2.3 - H) =>
Hussar (7.1.3 - H) =>
Cavalry (8(6).3.3) =>
Air Cavalry (18(18).8.6 - Oil) =>
Gunship (42(40).8.8)
Cavalier (6.2.2 - H,Iron) =>
Cavalry
Early Fast Horses
Horse Archer (4.1.3 - H) =>
Dragoon (6(6).2.3 - H) =>
Cavalry
Camels and Elephants
Camel Rider (2.1.2) =>
War Camel (4.3.2) =>
Mameluk (5.3.3) =>
Bedouin Raider (7(6).4.3) =>
Air Cavalry
Elephant Rider (4.1.2) =>
Knight
Mounted unit stategies
You have some interesting choices when it comes to mounted units. For the most part it's easy since most are all in the same upgrade line. The cavalier is an interesting choice for high attack early on but a long wait to upgrade to cavalry while other more powerfull units become available. It's also good to get some of the early "fast" units. The dragoon is a nice choice for good attack, speed and bombard).
Lack of resources, no iron. This would hurt early but by the end of the middle ages iron is no longer needed for mounted units. What if you have no horses? If you can hold off war until you get cavalry which require no resources you wouldn't have missed anything. If you can get Camels however they make a very nice alternative to horses (and they don't require iron either). Typically they have one less attack but one better on defense then their horse counterparts. Plus there is a variety and a full upgrade path all the way to Air Cavalry. All in all having just Camels isn't bad. Elephants are nice in jungle regions.
And speaking of jungles and mountains. Cavalry are useful far into the industrial era and early modern for a couple reasons: Tanks and Armor cannot move into jungles or mountains without roads and they are slower then cavalry. So a sizable cavalry army isn't automatically obsolete with tanks as in the epic game and should not be replaced any time soon, especially if you have an enemy with jumgle or mountains between you and him. Cavalry excel here where as tanks become sitting ducks.
Motorized Units
Tanks
Tank (14(14).10.2 - Oil) =>
Armor (20(20).14.3 - Oil) =>
Main Battle Tank (28(28).16.4 - Alum,Oil) =>
Modern Armor (36(36).24.4 - Alum,Oil)
Infantry on the move
Motorized Infantry (8(8).10.4 - Oil) =>
Mech Infantry (18(18).26.4 - Alum,Oil)
Motorized unit stategies
Now were talking! Bring on the tanks. But wait! As mentioned above, neither tanks or armor can move in jungles or mountains without roads. I can't tell you how many times this has messed me up. Because of this reason, cavalry hang around a lot longer, especially if you have jungles to plow through to get to the enemy. And the Mech Inf line are the best defenders in the game. These are the guys you want, hands down but TOW Infantry make a nice alternative if you are having resource issues.
Bombards
First set of numbers are Bombard.Range.ROF Second set is A.D.M
Main Line
Catapult (8.1.1/0.0.1) =>
Trebuchet (12.1.1/0.0.1) =>
Bombard (12.1.2/0.0.1 - Salt) =>
Cannon (18.1.3/0.0.1 - Salt) =>
Artillery (24.2.4/0.1.2 - Iron/Oil) =>
Heavy Artillery (30.3.5/0.1.2 - Oil) =>
Self Propelled Artillery (30.3.5/0.8.3 - Alum/Oil) =>
Radar Artillery (50.6.8/0.4.4 - Alum/Oil)
Resource Free
Light Artillery (21.1.4/0.1.2)
More to come!