Ground that masks troops from ordinary artillery is selected, with mortars identified as an indirect-fire exception. Native auxiliary bowmen are treated as ambush specialists suited to forests rather than open deployment. As cavalry and infantry converge, square is described as a response to cavalry and a liability against approaching massed infantry. The battle then exposes a simulation limit: cavalry repeatedly runs into fixed defenses and can destroy its own strength or surrender through accumulated losses. Terrain, formation, and troop type become parts of the same tactical problem. The useful battlefield principles remain separate from decisions produced by the game's artificial intelligence.
Chapter · 2:11:09-2:19:54
Terrain, formations, and game-AI limits
A colonial battle uses artillery sight lines, forest ambush troops, infantry square, and fixed defenses to show both sound tactical concepts and broken game behavior.