Empire: Total War 1vs1: Dragoons (Dismounted) vs Militia
Nation: Great Britain vs United Provinces
AI Strength: normal
*Dragoons (Dismounted): Fire by Rank ON*
*Militia: Socket Bayonet ON*
*Dragoons* can fight with equal competence on foot and on horseback, using their carbines and sabers to cut down their enemies. As horsemen, dragoons are light cavalry, capable of defeating routing or wavering enemies, using their mobility to flank and smash their enemy. On foot, they act as a small detachment of line infantry, although they are no match for dedicated line regiments. Dragoons are highly versatile units. The mobility of dragoons allow them to flank enemies, take ground, or to screen larger movements. On maps with commanding central high ground, they can rush forward, dismount, and hold the ground long enough for regular infantry to advance. And should the situation go against them, they can remount and escape. They can also be used to lay ambushes or flank enemy forces, dismounting and engaging with their carbines. Their mounted and dismounted stamina are calculated separately, so if they're exhausted whilst mounted, they'll be fresh when dismounted (assuming they haven't already fought when dismounted) and vice versa, their horses will also recover stamina whilst dismounted, and the men will recover stamina whilst mounted. Dragoons benefit greatly from advanced training centers, gaining up to four chevrons of experience upon recruitment. Unfortunately, dragoons are inferior dedicated heavy cavalry or even light cavalry in a melee; they lack the stamina of dedicated light cavalry, and they are not as capable in terms of shooting, durability or melee capabilities as most infantry. Dragoons are largely supplanted by Light Dragoons, which can fire without having to dismount while having no significant disadvantages to regular dragoons.
*Militia* are cheap infantry available to most Western nations, with one exception: Russia fields Cossack Infantry and Gorodskiye Streltsy in their place. The Eastern nations have assorted units that all qualify as militia equivalents. Militia, and their equivalents, are useful in the early game as cheaper alternatives to line infantry (despite their inferior statistics). They become less effective, however, when more nations field regular line infantry in their armies: militia are inferior to line infantry in every way, and this difference only becomes worse when more military technologies are researched. Militia do not benefit from the Fire by Rank technology, effectively meaning they have only a third of the firepower (not including their inferior accuracy) of line infantry when this technology is researched; in addition, they cannot utilize the Square Formation, making them vulnerable to cavalry. However, they can benefit from socket bayonets so they can do some damage in melee. Like some other units such as artillery and light infantry, militia gain the option to pre-deploy some defensive measures on a battlefield should they remain in the place on the campaign map for more than two turns: defensive barriers behind which militia can shoot and crouch. This grants militia much more resistance against enemy musket fire, and somewhat slows and weakens charges. Militia also have access to anti-cavalry wooden barricades. Their lack of battlefield prowess addressed, militia are not wholly without utility. They make useful garrison troops, cheaply and efficiently suppressing public unrest. They can also make a useful emergency force, holding regions which have unexpectedly come under attack until regular troops can arrive to relieve them. In multiplayer, some generals elect to use militia as a "meatshield," using the cheap militiamen to absorb enemy fire which would otherwise hit the more valuable troops marching behind them. Although somewhat cold and calculating, a well-implemented meatshield can be remarkably effective, ultimately saving lives and winning battles.
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