quick question how creative can you be? cause my playstyle is what I call cross period warfare, basically I use strategies from different time periods, for example alexander the great's false gap maneuver.
@@brettglover135the false gal might work, although since the game uses a simultaneous turn system and doesn’t have fog of war in battles you will have to predict when the enemy will try to exploit it.
Here's a rundown of all the traits that units can have marked by the icons on the top right of their flag in battle, or on the roster. It's really important to understand them so that you can use different units to your advantage Orange arrow symbol - "Efficiency": this perk allows units to use two maneuver orders, which means they can move and change formation in the same turn, or if a unit can move more than one tile, they can split up their movement between two orders. This perk does NOT give you double movement distance Blue Minie Ball - "Rifles": this perk can be given to any infantry unit by buying rifles for them in the armory, gives them an extra tile of range Red target symbol - "Range drill": units with this perk do an extra point of ranged damage Purple armor symbol - "Melee drill": Units with this perk take less damage from charges, and also do extra damage at the end of every turn when they're stuck in a melee fight Three bullets - "Breechloading": like rifles, breechloading weapons can be bought in the armory, allowing units to have two fire orders, meaning they can shoot twice and double their damage. Green bugle symbol - "Skirmishing": Skirmishing units can move diagonally, but only if they're in open order formation. Btw, open order formation gives units a wider widow to shoot at, but it reduces damage by 1 when compared to firing from close order Blue lightning symbol - "Shock": Units with shock do two extra charge damage Blue chain symbol - "Breakable": this is actually a negative debuff that cheaper units tend to have, which causes them to take a point of hp damage at the end of every turn if their cohesion is 0. Turquoise dizzy soldier symbol - "Disorganized": this is another negative debuff for cheaper units, which causes them to only heal half of their cohesion at the end of the turn. Normally, if there are no enemy units around a unit, it will refill all of its cohesion after the battle turn, regardless of HP. this is not the case with disorganized units. Snail icon - "Cumbersome": Most artillery units have this negative debuff, which means they can't shoot and maneuver in the same turn, so it's important to have your artillery ready in a good spot, because moving them and setting them up elsewhere takes a lot of turns. There's a few more traits, here's the wiki page if you're interested: fire-maneuver.fandom.com/wiki/Traits#Breakable
@@heyufengwdlss701 Yes, but this is not 'standard' as it's understrength. The thinking behind this is that four regiment line infantry is too small to effectively counter a charge in square.
@@elijahwills7331 I was not talking about light infantry regiment with their 4hp, I was talking about the standard European style line infantry with their 6hp. Though square formation is too niche to be effectively used when vs real players unless your a pro at it.
What did you think of the game and what era would you like to see them branch out into next?
quick question how creative can you be? cause my playstyle is what I call cross period warfare, basically I use strategies from different time periods, for example alexander the great's false gap maneuver.
@@brettglover135the false gal might work, although since the game uses a simultaneous turn system and doesn’t have fog of war in battles you will have to predict when the enemy will try to exploit it.
Here's a rundown of all the traits that units can have marked by the icons on the top right of their flag in battle, or on the roster. It's really important to understand them so that you can use different units to your advantage
Orange arrow symbol - "Efficiency": this perk allows units to use two maneuver orders, which means they can move and change formation in the same turn, or if a unit can move more than one tile, they can split up their movement between two orders. This perk does NOT give you double movement distance
Blue Minie Ball - "Rifles": this perk can be given to any infantry unit by buying rifles for them in the armory, gives them an extra tile of range
Red target symbol - "Range drill": units with this perk do an extra point of ranged damage
Purple armor symbol - "Melee drill": Units with this perk take less damage from charges, and also do extra damage at the end of every turn when they're stuck in a melee fight
Three bullets - "Breechloading": like rifles, breechloading weapons can be bought in the armory, allowing units to have two fire orders, meaning they can shoot twice and double their damage.
Green bugle symbol - "Skirmishing": Skirmishing units can move diagonally, but only if they're in open order formation. Btw, open order formation gives units a wider widow to shoot at, but it reduces damage by 1 when compared to firing from close order
Blue lightning symbol - "Shock": Units with shock do two extra charge damage
Blue chain symbol - "Breakable": this is actually a negative debuff that cheaper units tend to have, which causes them to take a point of hp damage at the end of every turn if their cohesion is 0.
Turquoise dizzy soldier symbol - "Disorganized": this is another negative debuff for cheaper units, which causes them to only heal half of their cohesion at the end of the turn. Normally, if there are no enemy units around a unit, it will refill all of its cohesion after the battle turn, regardless of HP. this is not the case with disorganized units.
Snail icon - "Cumbersome": Most artillery units have this negative debuff, which means they can't shoot and maneuver in the same turn, so it's important to have your artillery ready in a good spot, because moving them and setting them up elsewhere takes a lot of turns.
There's a few more traits, here's the wiki page if you're interested: fire-maneuver.fandom.com/wiki/Traits#Breakable
I would love to continue the campaign looks good with the new Boshin war update
Looks great!
Great video! Something that isn't explained very well is the unit of small size (four little stands) cannot form square.
I am loving this game!
Thanks I was looking for this game and armchair historian last week ad could not remember ether lol
I think, with forming square, you need to have 6 regiments, and your infantry only has 4.
Standard line infantry regiment could make a square when ordered to
@@heyufengwdlss701 Yes, but this is not 'standard' as it's understrength. The thinking behind this is that four regiment line infantry is too small to effectively counter a charge in square.
@@elijahwills7331 I was not talking about light infantry regiment with their 4hp, I was talking about the standard European style line infantry with their 6hp. Though square formation is too niche to be effectively used when vs real players unless your a pro at it.
I went back on the other day and only like 30 people play anymore :(
W
National animal of Turks isnt turkey, its grey wolf or horse. Lol
nah, turkey is just right :-D
it was how turkey was represented in political cartoons
The wolf was already taken by Italy, so they did a vote in the F&M community and the turkey came out on top lmao