Total War: THREE KINGDOMS Guide

Unit Composition and Formations: TW: Three Kingdoms for Total War: THREE KINGDOMS

Unit Composition and Formations: TW: Three Kingdoms

Overview

SEDGHAMMER’s Ideal Unit formation guide. This guide is meant as a primer for players that want to minimize the need for replenishment and achieve decisive or heroic victories. It relies on a variety of skirmishers and a staggered, 2 line infantry formation to achieve victory in almost any engagement against the AI. This guide is best utilized in RECORDS mode and is not intended for ROMANCE. Some of the concepts will carry over, however.

The Basic Formation And Implementation

What follows is the idealized version of the formation, but requires a couple of early unit reforms to come online (See Below) This guide is meant for Records mode and has best application when playing Han factions.

*Basic Formation Fig 1. – CLICK TO EXPAND*

*Deployment Example* –

Phase 1 *Before First Line Engages*


Phase 2 *After FIrst Line Engages, Repeating Crossbows fall back, Second line moves up*

ADVANCED FORMATIONS: You’ll want to have either a Level 4 Commander as your commanding general OR a Level 4 Strategist (does not have to be commanding) in every army that you field so that you can take advantage of advanced formations.

Infantry (First line) – In the early game, this will consist of Spear Guards (shielded spearmen). You’ll want to replace these with Sabre Infantry (Office of Arts and Crafts Reform) for the higher range block chance with shield wall formation, and ability to apply their strong charge against enemy front line as soon as you can unlock the reform. In the late game, these can be replaced with Imperial Swords.

Infantry (Second line) – In the early game, this will consist of light sword infantry. These infantry will rotate to the front line when you pull back your repeating crossbowmen. You’ll want to replace these with Ji-Infantry (Ever-Level Graneries, Requires Grain Silo LVL 2) and then later Heavy Ji-Infantry (Agricultural Garrisons).

Skirmishers (First Line, Center) – Stagger 3 repeating crossbow units in between your front line (see graphic). These repeating crossbowmen will prolong the skirmish engagement by suppressing enemy infantry, allowing your archers and crossbowmen to get more shots in before the infantry lines meet. This also slows down and debuffs charging enemy infantry. Have them fall back through the gaps and move second line infantry into their place, or counter charge the open flanks of the already engaged first line (See graphic). Rotate repeating crossbows to flanks. Upgrade to Heavy Crossbowmen is optional but consider in the late game.

Skirmishers (First Line, Flanks) – 2 Crossbowmen, supported by 2 cavalry units of your choice are fielded on each flank. They are more effective on the front line because of their lower arch and more direct method of fire. Pull them back and screen with cavalry before getting engaged. Try to envelop and shoot into the back of the enemy front line once they meet. Upgrading to Heavy Crossbowmen is optional, consider it in the late game.

Skirmishers (Back line, Center) – 2 Militia Archers, then upgrade to Archers when reform is unlocked. Focus first on unshielded, unarmored units like Ji-militia or Shock cavalry. Only consider shooting at archers if there is no good lines of sight, or moving to fire on flanks would take too much time.

Cavalry (Second Line, Flanks– 2 Cavalry units of your choice on each flank begin behind the crossbows in support. Counter-charge enemy cavalry if they attempt to intercept your crossbowmen. Once the main infantry bodies of each army meet, engage remaining cavalry, then quickly move to route any skirmishers in the back-line.

SUMMARY: I developed this formation as a way to achieve decisive and heroic victories while taking minimal casualties against the AI in campaigns. It can be adapted to any faction and is a general framework to build into. If the faction you are playing has equivalents of units seen here, ignore that part of the reform tree, but always try and build towards this composition.

This composition is meant primarily for FIELD BATTLES and secondarily for SIEGES when supported. Consider a small secondary support army consisting of a strategist with Trebuchets and/or an all-cav 2 general army (for Campaign movement speed buff) with a mix of shock, melee and skirmish cav to quickly take minor settlements. This army should only ever attack capitals or engage in open field battles.

Early Game Comp Example


Mid-Game Comp Example

Late Game Comp Example

Reforms and Reform Requirements

There are several key reforms that are needed to achieve this formation.

*Fig. 2 – CLICK TO EXPAND”


EX. Tech Name (# Of Reforms to Unlock), Unit Unlocked *BUILDING REQUIRED*

1. Private Tutors (1) Archers *REQUIRES LVL1 SCHOOL, Note that this requires a Small City*

2. Liu Bo (1) Repeating Crossbowmen *REQUIRES LVL1 INN*

3. Ever-Level Graneries (1) Ji-Infantry *REQUIRES LVL2 GRAIN SILO, Note that this requires a small city*

4. Agricultural Garrisons (4) Heavy Ji-Infantry

5. Office of Arts and Crafts (3) Sabre Infantry

After this, I recommend either going down the Bow Cavalry reform line, or into Jade Dragon tech.

If your faction has a unique bow cavalry you should not go down that reform line.

Pushing all the way to Jade Dragon tech can be great, because we’ve already unlocked a major branch of it by unlocking Heavy Ji-Infantry. Aside from unlocking Jade Dragon cavalry, the -10 retinue upkeep bonus is another reason to go down this line.

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