my intuition is to start with Flanking II
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A lot of them are indeed.
But combat II or pinch is the way to go on cuirassers, maybe shock vs pikes. Without spies, it's hard to go wrong with combat II as the variance between that and shock/pinch is reduced anyway (combat becomes more competitive with counter promos and CR if the defensive bonus % gets very high).
(combat becomes more competitive with counter promos and CR if the defensive bonus % gets very high).
Combat for attackers, Shock/Pinch/Cover for defenders. It's the same rule for Cuirassiers. Because you'll have to have the worst odds when attacking.
Flanking is an option for reducing the loss, but those who flank (and survive) have to wait for 3-4 turns to be in full HP, even you have a GG doctor. It's a great loss of time and unfortunately Cuirassiers are nothing but speed (a cuirassier rush normally lasts merely 5-10 turns), so I prefer them die in the attack to waste 3-4 turns in the recovery. Combat is IMO superior to Flanking.
(a cuirassier rush normally lasts merely 5-10 turns), so I prefer them die in the attack to waste 3-4 turns in the recovery. Combat is IMO superior to Flanking.
IMO, A cuirassier rush lasts until AI discovers rifling. If you Beeline MT and upgrade your knights, you can have a 20~40 turns of rampage.
If I have >50% chance of winning with combat, I attack with combat, otherwise I go Flanking2. In here I showed that in many situations, Flanking is better than combat even though combat odds is lower.
IMO, A cuirassier rush lasts until AI discovers rifling. If you Beeline MT and upgrade your knights, you can have a 20~40 turns of rampage.
If I have >50% chance of winning with combat, I attack with combat, otherwise I go Flanking2. In here I showed that in many situations, Flanking is better than combat even though combat odds is lower.