Since they must be shoved out of the way anyway, demoralizing the enemy in stand-up fights is probably the surest way to win. Unless players' armies are significantly larger than their opponent's or the terrain facilitates hidden maneuvering, moving on victory positions will attract most of the enemy. Don't get fancy just kill them all The victory objectives for most scenarios are usually to demoralize the enemy or occupy victory positions. The gunners have a good sense for targets and players have many other things to do than to point cannon. Let the gunners do their job Until batteries need to be moved, players should put guns on autofire. This formation can fire on an already weakened enemy and then charge with bayonets. The second option, probably the optimal one, is to have a second formation in close support. If an enemy follow-up attack appears imminent, have only the middle rank fire when the first rank is engaged, saving the rear rank's fire for the new enemy. The enemy will then close and the player's other two ranks can fire with devastating effect. The first concept is to just have the first rank fire at range. Two methods can turn this problem into a winning combination. The strength of the "Stand Position" mode notwithstanding, receiving attacks with unloaded muskets is a dicey proposition. Keep a few muskets loaded AI formations take the player's fire as an invitation to attack.
Cavalry should be used to push weakened enemy units over the edge and blunt opposing horsemen. Voltigeurs and riflemen are great at delivering fire to goad enemies to make ill-advised attacks while grenadiers' bombs combine artillery effects with steady infantry characteristics. French National Guard units are like Daniel Morgan's American militia have them fire a volley and then move them behind a solid fusilier formation. Each type has a specific use understanding them is essential for victory. Know your troops GSC Game World and CDV didn't write up all those troop descriptions just to pad the screens. Streams are useful for dividing the field into manageable sections but should only be crossed with overwhelming numbers. Wooded areas are great for defense while choke points caused by hills or gullies are either opportunities or death traps. Study the map Pause the game as soon as a battle begins and get to know the field. Large enemy movements or the aftermath of significant clashes are also good times to stop and take stock of affairs. This method is especially useful early in the game when massing for attacks or defense. The solution to this predicament is to issue commands when paused. Use pause Cossacks II doesn't have a really slow playing speed so, in a large battle, players may have trouble controlling hot spots. Players should keep these principles in mind. General Principles Although each skirmish and battle in Cossacks II has its own unique character and ways to play, some advice is useful for all situations. So, drop any fears of prolonged discussions of musket ranges and let an old hand drop hints on tactics in Cossacks II. This article uses it in the original sense, a scarred old buzzard telling a bright shavetail what they didn't teach him in the tutorial. In wargaming, the term often denotes players who are strict advocates of intricate historical accuracy. A Grognard's Guide to Tactics in Cossacks II Napoleon called his best if irascible veterans "grognards".