I'm new to this forum and to this fantastic game. I love FoG2 so far. However I felt (and still feel) a little bit overwhelmed by such a vast selection of various units. There are 180 in core game and over 350 in latest version of TT Mod. It really confused me at beginning because there are not only hundreds of them with different capabilities but their strength is also influenced by a couple of modifiers during the game. Fortunately, by looking at Squad.txt files I was able to identify few main groups of them what helped me to grasp the basics of army composition. These groups are as follows:
- Offensive Spearman
- Impact Foot (Swordsmen)
- Sword + Light Spear (foot)
- Sword + Light Spear (mounted)
- Lancer + Swordsmen (these are only mounted, at least in Core)
- Bow + Swordsmen (only mounted as well)
- Javelin + Light Spear (mounted)
- Javelin + Light Spear (foot)
- Elephants (only two units in Core game)
Then I started analysing these units vs each other in default battle conditions:
- Open Terrain
- same armour, same quality, same morale
- no general
Yes, I'm aware there is a great series of Beginners' Guides on Youtube where Michael Chung compares units capabilities pair by pair. However for my (total beginner) purposes I tried simplify it even further and just focus on most common groups of units. Maybe it will be of some help for people confused by number of variations of units and modifiers - hope so.
OFFENSIVE SPEARMEN

Combat (POA advantages):

Edit: Negative numbers mean the opponent has a POA advantage
Strengths:
- Offensive Spearmen look very strong in melee against any type of units except Pikes and able to stop elephants.
- Good at stopping Lancer (impact) charges.
- Not so good (if not weak) at Impact. They have moderate advantage only against light spear mounted units.
- Slow and hard to maneuver (many Offensive Spearmen are also undrilled). Only 10 Action Points don't allow to move and turn in most cases what probably make them vulnerable at flanks.
- Usually of heavy type (medium foot spearmen are very rare) makes them severely disadvantaged in rough terrain.
- Severely disadvantaged against Pikes
Best Offensive Spearmen variations (in terms of armour and quality):

Edit: Triarii unit size is only 240 what make them disadvantaged against full strength units in melee combat.
IMPACT FOOT

Combat (POA advantages):

Edit: Negative numbers mean the opponent has a POA advantage
Strengths:
- As the name suggests very strong in Impact against any type of units except Elephants. But they need to avoid attacking Lancers.
- Can stop full strength Pikes and Lancers (when defending) during Impact
- They have significant advantage against Light Spear units in both Impact and Melee
- During Melee against other swordsmen it all depends on units and opponent's troop quality and armour
- Disadvantaged against Elephants, Pikes and Offensive Spearman in Melee
- Slow and hard to maneuver, often undrilled (Warbands). Only 10 Action Points don't allow to move and turn in most cases what probably make them vulnerable at flanks.
- Most of the best armoured and experienced variations are of Heavy type what makes them severely disadvantaged in rough terrain.
Some thoughts on possible strategy:
Option 1) Select units of higher quality as a main force to charge and melee. Lower quality units tring to flank or attack weaker, disordered opponents.
Option 2) Try to exploit Impact strength of Impact Foot. First use missile units, artillery or threaten enemy flank with cavalry to get more negative Cohesion Test modifiers for the enemy then charge him. If his cohesion drops after initial attack the melee advantage should be secured.
Best Impact Foot variations (in terms of armour and quality):












