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{{SVersion|1.3}}
 
{{SVersion|1.3}}
  
Micromanaging can be used to capture unharmed forts with only small losses. This is achieved by controlling the size of the assault. Normally you need to send more units to have some reserve against losses. With a separate reserve the manpower can stay closer to the optimal value which reduces losses significantly. Additionally the assault won't run out of morale because fresh units keep joining in.
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Multiple smaller armies can be used to assault more efficiently. This requires micromanaging the units and even pausing the game.
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The reason behind this is that there is an optimal amount of manpower. Normally you need to send more units to have some reserve against losses. With multiple armies the assault can stay closer to the optimal manpower amount.
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There are several ways to do this but all share the idea that units join the assault gradually. Some different ways are:
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* Send the whole army, split to main group and reserve. Send reserve away so they don't participate in the assault. Move the reserve back to refresh units in the assault. This requires pausing but can be executed optimally.
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* Send armies one by one to the fort so that they arrive within several days of each other. Merge and consolidate armies when they arrive. This is easy to perform and doesn't require pausing but it's difficult to estimate how often armies should be sent.
  
 
===Preparation===
 
===Preparation===
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===Main group with a reserve===
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===Execution===
 
 
The idea is to have a separate reserve which moves in and out of the assault refreshing the assault force. This can be used assault forts optimally with a minimal amount of losses. However pausing the game or very fast actions are required when refreshing the assault.
 
  
 
# Send all units to the fort.
 
# Send all units to the fort.
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* Keep an eye on the morale when reorganizing. Mix high and low morale units to ensure there is at least one high morale unit for every wave.
 
* Keep an eye on the morale when reorganizing. Mix high and low morale units to ensure there is at least one high morale unit for every wave.
 
* For optimal execution, refresh the assault when the manpower drops below the optimal value.
 
* For optimal execution, refresh the assault when the manpower drops below the optimal value.
* With the recommended amount of mounted units, the assault (and the siege) automatically pauses if the manpower drops too low.
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* For easier execution, refresh the assault when about 33% of manpower has been lost.
 
 
===Multiple armies===
 
 
 
The idea is to split the reserve to multiple armies which join the assault one by one. This works even without pausing the game but it's difficult to determine how often armies should be sent because of random dice rolls. Poor execution can lead to a failed assault with big losses.
 
 
 
# Split the army to a main group and a reserve (according to the table above).
 
# Split the reserve to a few armies.
 
# Send the main group to the fort.
 
# After a few days, send the first reserve.
 
# Repeat until all reserves are on the way.
 
# Start the assault instantly when the main group arrives at the fort.
 
# Merge ('''G''') and consolidate (''''K''') reserves to the main group when they arrive.
 
 
 
Notes:
 
 
 
* The assault takes less losses when the garrison gets weaker. More and more days should be waited before sending later reserves.
 
* With recommended amount of mounted units, the assault (and the siege) automatically pauses if the manpower drops too low.
 
* For easier execution, use more infantry in the main group and then send whole reserve as one group.
 
  
 
==Mechanics==
 
==Mechanics==

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