(WIP) Generals rated: Ultimate Guide (2023)
Aug 20, 2023 10:47:31 GMT
ππ³π°π΅π΄π¬πΊ, John Marston, and 1 more like this
Post by lizardpianist on Aug 20, 2023 10:47:31 GMT
Warning: This guide is WIP (Work In Progress)
Means that it's not complete yet. Stay tuned for updates.
There has been many general guides before this, but my opinion does not fully align with theirs.
So, I made a guide here.
Credits and kudos to Trotsky especially for Skills, Items, Commanders and other threads with compiled information.
Meanwhile, you can give me feedback on my guide. I may or may not edit it based on it, depending on how convincing/helpful you are.
Let's start by talking about skills.
Skills
My rating criteria:
S - Must have (The best skills)
A - Useful but not necessary
B - Situationally useful
C - Has effects, but do you really need it...?
F - There is absolutely no effect
Sometimes ratings will occasionally have pluses and minuses. Plus or + means it's better than others in the same rating, and minus or - means that it's worse than others in the same rating.
S-tier Skills
Spy (Rating: S+ in conquest, A+ in campaigns) - Fortress is annoying and it could block your way. Often times, objectives are covered by powerful fortresses and units. (Such as Berlin in the Coalition Disruption in IE campaign) Thus, it's useful to have a spy general to destroy the forts to make space and prevent morale dropping when attacking the objective. Could send a powerful leadership general with a snare drum, but that's probably not a very good idea. In conquests, AI often spams forts. Makes life so convenient if you have a Spy general, especially in a Siege Artillery or a Guard Cavalry.
Leadership (Rating: S) - Prevents general's morale dropping lower than normal. Great skill for both offense/defense. This skill + Bugle below is why Wellesley is so powerful, in case you wondered. For the player though, S&L protects your morale dropping in case of cavalry attacking and scaring your Infantry/Artillery General.
Bugle/Strike/Accruate (Rating: S) - Undeniably the best combat skill for Infantry/Cavalry/Artillery. Ignores evasion. Sometimes adds little damage, but damage can be increased by as much as 25%!
Engineering (Rating: S) - If your artillery generals have this skill, they can move 5 hexs on Light Artillery and Rocket freely without needing Geography. Can let Heavy/Siege Artillery move 5 hexes sometimes.
Assault Art (Rating: S for S&L users, A+ for non-S&L users) - Lets units to deal maximum damage when you are attacking when activated. I heard that the odds of this triggering is 20%, but don't trust it.
Defense Art (Rating: S+ for S&L users, A for non-S&L users) - Lets units take 1 damage during AI turns when activated. I heard that the odds of this triggering is 10%, but don't trust it. I rate this skill higher than Assault Art for S&L users because it literally makes your general immortal. Assault Art is rated higher for non-S&L users because theoretically it has higher chance of triggering, while Defense Art has higher odds of not triggering at the time when you most need it. Also note down this fun fact, if you activate Assault Art and the opponent activates Defense Art, Defense Art overrides Assault art and the opponent receives 1 damage.
A-tier Skills
Navigation (Rating: A) - Lets navy move 1 more hex. Great movement skill- similar to engineering for artillery. Stackable with Propellers. You can move a whopping 6 hexes with Navigation on a Frigate (and Privateer, I guess) with 2 Propellers! Note that I rate Navigation lower than Steersman because it's not that necessary though to move so quickly on Navy, especially with other ships not being able to catch up with your general for cover/support.
Steersman (Rating: A+) - Reduces 10% damage taken for navy. Great defense skill. Rating becomes F for S&L users if the general also has Defense Art, but I believe there is no general with both skills.
Geography (Rating: A for Cavalry, A- for Artillery, F for neither) - Ignores terrain for movement. (Universal skill, but technically it only shows effect for artilllery/cavalry) Replaceable with War Horse.
I do not rate this skill highly due to the following reason: War Horse and one movement item is enough.
War Horse could replace Geography. This lets players have one slot left for +2 movement speed, which means +7 movement and 3 movement points per hex at all times.
Cavalry has moving speed of 10/9/8, which means 17/16/15 with your general. All can move around 5 hexes freely. If geography was added, Light/Heavy Cavalry units could move 6 hexes anywhere, but I don't see the point of being any faster, and it doesn't apply to Guard cavalry and Armored cars. Most of the times, Light Cavalry is too weak... even if it moves at such rocket speed, it just dies out pretty fast. I do admit that 6 hexes on Heavy Cavalry would be pretty strong though, so Geography does get an A for Cavalry.
Artillery has moving speed of 6/5, which means 13/12 with your general. 4 hexes freely. With Geography, it becomes 15/14, with Light Artillery and Rocket being able to move 5 hexes. However, Artillery has a skill called Engineering, which adds +2 movement for Artillery. That makes it 15/14 without geography. Honestly, being able to move 5 hexes on Light Artillery and Rocket is alright. With Geography, it maximum is 17/16, 5 hexes on all Artillery. It doesn't necessarily do you too much good. There is low difference between Light and Heavy Artillery most of the times, in terms of both damage and health.
Anyways, even without Geography, all Cavalry units and half of Artillery units can move around 5 hexes freely. I believe that is enough movement, thus I don't rate Geography very highly.
Fireproof (Rating: A- on Navy, C- on land units, F for S&L users) - Prevents fire in the hex where your land unit is, or prevents your naval unit being burnt. Replacable with Pumper.
Another skill that I do not rate highly. Land units can just move out of fire most of the times, and it doesn't really seem to do much damage. It's rather useful on Naval units though, but Pumper can replace it. The critical fact here is that with S&L, you will never take fire damage.
B-tier Skills
Mass Fire (Rating: B+) - Lets infantry deal damage regardless of their health. Replaceable with Snare Drum.
This skill only works on infantry, and when infantry health is lowered. Natural Regeneration, City Regeneration, Nobility, Medkits and other ways could heal up the general to not need to rely on Mass Fire. Snare Drum can also replace it. I do guess that Mass Fire leaves a room for another Ferguson Rifle. (+6 attack infantry) Overall, it's useful especially on weaker generals that you are given, as they can do more damage before they die. Pretty situational.
Architecture (Rating: B+) - Cuts facility upgrade cost by 40%. Useful situationally, especially on small nation conquests. Could also help building economy from early stages on a big country. I would rate this skill to be the maximum of A- if paired with fast unit, fast general, and War Horse/Geography.
Sailor (Rating: B) - Evasion-deprival skill, for units on the sea. Usually on the sea, land units do 20% less damage, but sailior ignores that. Replaceable with Armored Carrier. Pretty situational, but mostly land units don't fight on sea. Doesn't get a minus just because it's actually good when the situation calls for it.
Siege Master (Rating: B) - Ignores the defense bonus of a unit residing in cities. Universal for all units, but the downside is it gets situational for only being able to remove city evasion, no other evasion. Pros are that this skill applies for all types of units, but cons are that the skill becomes less effective and situational compared to Bugle/Strike/Accurate.
Economic Master (Rating: B-, but F with Napoleonic Code) - Increases income of the stationed facility by 80%. Napoleonic Code replaces this skill and does a better job. (100% increase)
I do not rate this skill highly, because stationing general in a facility is very situational, and you can switch around Napoleonic Code whenever your general is in a facility. If Napoleonic Codes stacked with this skill, it would have had the maximum potential of B+.
C/F-tier Skills
Formtion/Surprise/Explosive (Rating: C+) - Adds max dmg + 1. Technically it only adds 3 damage average... With double +6 attack items, you technically have 4 of the same skill stacked together.
Economic Expert (Rating: C, but F with Encyclopedia/Napoleonic Code) - Increases income of the stationed facility by 40%. There is a better skill called Economic Master, and also Encyclopedia replaces this skill and does a better job. (Encyclopedia is 50% increase) It could add a small boost to your economy. Not a good skill.
War Master (C, but F with On War/Art of War) - Rank experience is increased by 80%, I believe. Useless after you finish grinding rank, and there are items that just replaces the skill and does a better job. (On War, 200% increase, and Art of War, 100% increase)
War Expert (Rating: C-, but F with On War/Art of War) - Rank experience is increased by 40%, I believe. Useless after you finish grinding rank, and there is a better skill called War Master, and also superior items exist as mentioned above.
Trench/Fence/Disguise (Rating: C-) - Reduces the gold cost by 50% for building Trench/Fence/Bunker. Doesn't reduce the cost of industry.
No one really builds these, but I think they're pretty underrated. Trench reduces Infantry damage by 20%, Fence reduces Cavalry damage by 25% with additional Infantry damage by 10%, and Bunker reduces Artillery damage by 30% with additional Infantry damage by 10%. The thing is though, it gets ignored by generals with Bugle/Strike/Accurate. Nontheless, there are skills that are better than this, and the skill slots are limited, so the maximum this gets is a C-. The fact that only infantry can build it is also a bonus in a negative way. Also, it's already cheap to build, so there is kinda no point in discounting it for a few measly gold.
Nobleman (Rating: C-, F if you have Crown or Golden Staff) - Nobility is increased by 50%. Useless when you have items such as Golden Staff (100% increase) or Crown (300% increase) as these don't stack.
Logistics (Rating: C-) - Troops morale don't drop because of food issues. Inferior Leadership, but it's really, really bad. You almost never need this, but it still has an 'effect' nontheless, so it stays at C-.
Banner (Rating: C-, F if no Banners owned) - General can equip flag. Note that banner improves abilities of units around, but not the generals themselves. Also, +2 attack/defense/supply is max (which just shows no visible change at all), and they're way too expensive,. (Minimum is 268, but can get as expensive as 910 without trading general) No one uses or has banner. I will prefer to mark this skill as F-tier, as banner is also a waste of money and item slot.
Transport (Rating: F) - Reduces cost of transport ship by half. Saves 20 gold, and does absolutely nothing ever for the rest of its lifespan. It has an effect, but I'll just transport it to F-tier anyways.
Infantry Tactics/Mobility/Ballistics (Rating: F) - Adds min dmg + 1. Has absolutely no effect, according to the damage formula.
Trainer Skills
I thought they deserve a new section. Note that ratings down there are for cheap/starter generals, but it's an F for all expensive powerhouses. (Such as Treville and his Navy Trainer, Cotton and his Cavalry Trainer, Soult and his Infantry Trainer...)
Business Trainer (Rating: S+) - Great for trading resources in game, and also helps provide 'free' items if you use these trainers to max your generals' Business stars.
Cavalry/Artillery Trainer (Rating: S) - These are the types of units that you will deploy your general for most of the times.
Movement Trainer (Rating: A) - Movement items could replace trainers, but not forever. Movement upgrades will make your generals truly shine.
Infantry/Navy Trainer (Rating: B+) - These are situational. Usually, one should stick to deploying generals for Artillery/Cavalry. Navy is useful during Naval campaigns, such as half of SNS. There also are some moments where you must deploy an Infantry general due to not being given much other choices.
Fort Trainer (Rating: B--) - Do you notice the double minus signs? They serve to emphasize how over-situational forts are. Useful for some campaigns (almost never), such as Great Sea Warfare. The reason that this doesn't go down to a C-tier is because when you do use it... it's very OP. Imagine, you need to fight naval units and you have a fortress with high HP that consistently does 150+ damage to enemies. Definitely OP.
Now, I'll rate the generals in two different ways.
1. Usefulness to you (Do they deserve a spot in your headquarters?)
2. Usefulness when given, out of the box
I will not mention the full abilities of the generals, so refer to this for full information on the generals.
1. Usefulness in Headquarter
Firstly, usefulness to you. I will only rate the good and important generals, and some controversal or overrated ones. Full comprehensive rating of all generals will be for rating method 2.
This section of generals will rate potential with training and items, or useful starter generals.
Rating system:
S - Must have, amazing potentials especially when trained to maximum
A - Trainers with semi-good potentials or some powerhouses with potential not good enough for S-tier
B - Not as good as you thought, but I guess they're not that bad either. (+ Cheapest trainers of all departments and honourable mentions)
C - Collection Value. Otherwise, no. May look powerful and sexy, but still no.
F - I won't even mention those FAILURES. Not worth my time to explain all these failures' potentials.
There will be pluses and minuses as well. Same meaning, + is better in the rank and - is worse in the rank.
S-tier generals
Lan (Rating: S+) - The Perfect Cavalry general. The only perfect general in the whole game, as everyone says. Surprise + Strike gives good Cavalry output, with Assault Art adding more damage. Leadership and 5 training stars make her even more formidable. Personally I don't think this is the best possible skillset, as I'd rather replace Surprise with Defense Art or Geography. (I know, I said that I don't rate Geography highly. But, if it's Lan on Heavy Cavalry, I think she's strong enough to run around 6 hexes by herself.) Nontheless, a must in your team regardless of your progress or how much money you spent on where.
Requirements for Lan
US1775 Strategy (One day, I'll try to make a better guide than this and replace the link.)
Isabella (Rating: S) - The Fastest Artillery general. No other general in the entirety of the game has both Engineering and Geography. Her output is backed up by Accurate. A shame how she has the useless Ballistics- but nontheless she's a strong and solid Artillery general. 4 training stars help with her endurance also. Definitely should be in your final team.
Victoria (Rating: S) - The Best Infantry/Navy Hybrid. Assault Art and Defense Art makes her the queen of S&L, and useful on Navy. Bugle and Mass Fire adds potential to infantry abilities. 5 training stars + Defense Art makes her practically Immortal, Bugle and Assault Art adds all the necessary damage, and Mass Fire sustains her damage if her health is somehow- miraculously lowered to a certain point. Desevers a spot in your final team.
Strategy 1
Strategy 2
Years Calculation
Sakurako (Rating: S-) - The Best Land Hybrid, with all the evasion-deprival skills of Bugle/Strike/Accurate. Banner also exists, but pretend it doesn't. Archduke.C's powerful damage despite only with Bugle and 5 infantry stars show how potent Sakurako can be in any of the three fields. Sakurako starts with movement and training 4 stars, which makes her fast and durable. She has 2 stars on every other field though, so you better train her up to see her full potentials. She gets a minus because she's a generalist- Lan performs better than her on Cavalry, Isabella on Artillery, and Victoria on Infantry. Still better than most other generals. Deserves to be in your final team, if you have a spot.
A-tier generals
Sophia (Rating: A+) - My most beloved girl β€οΈβ€οΈβ€οΈ It truly breaks my heart π to not put her on S-tier... The best fort cracker in the game. However, her artillery abilities kinda start lacking later on in the game due to the missing Accuracy. She still has Siege Master, letting her have hybrid potential as well. Explosive only adds 2.5~3.0 damage on artillery anyways, Sophia can perform pretty well in Infantry/Cavalry as well. The only reason I see that people are not using Sophia on Cavalry/Infantry often is due to the lack of her training stars (only 2...), which contributes to her fragileness. Deserves to be in your final team, but I respect if you take Sakurako instead because of the lack of slots. Please just don't kill her by regrouping...
Kutaisov (Rating: A+) - Kutaisov is essentially Sophia, but has 1 more artillery star and gives up Spy in place of Artillery Trainer. Great potential in this guy. Great starter artillery general. He even is the cheapest Artillery Trainer in the whole game! Costs 430 medals. I still do not understand at this point how Gazan is worse but takes 35 more medals.
Arnold (Rating: A+) - Great to get you started! Starts off with 5 business stars. He also has combat abilities from 3 infantry stars and Spy. You even regroup him later, as he has Business Trainer. Must be included in your starter team. In fact, it's highly recommended that he becomes your first ever general.
Wellesley (Rating: A) - He's only here because he's the only general with Leadership + Bugle. This the most ideal combination of skills for an infantry general, as it makes them extremely sturdy and powerful. He also has Economic Master, which sadly is easily replaced by the Napoleonic Code. Banner is just downright bad. The fact that he only has 3 training stars make him relatively weaker. Yeah... he's only been able to be rated A because he's the sole general with Leadership and Bugle at the same time. Otherwise, highly likely to have been rated B+.
Murat (Rating: A+) - Murat is a well-known beast who can deal crazy damage on forts like Sophia. Spy + Assault Art (and I guess, Surprise) contributes to his great damage. However, he lacks Strike and training stars. (Has War Expert... and only 2 training stars) There's not much you can do to improve him though, as he starts off at 5 cavalry stars and 3 movement stars. Perhaps you could train 2 movement stars for him... A great IAP last-slot filler, nontheless.
Raevsky (Rating: A) - A Movement Trainer, and a great starting cavalry general! Combat abilities are: 3 star Cavalry, Surprise, and Defense Art. 355 medals more expensive than Diez, but his Defense Art will help immensely when you're doing US1775 to go for Lan. If you consider yourself are not a skilled player, then you should definitely use Raevsky as Starter Cavalry General, and S&L for Defense Art whenever necessary. Otherwise, if you are pretty skilledlike me, you could probably breeze through with just Diez instead. Overall, good starting cavalry gen, and highly recommended for newbies. Not so recommended for skilled players.
Sulkowski (Rating: A) - Sulkowski is essentially Murat without Assault Art (and Surprise... if you wanted me to count that) but has Strike instead. (also Cavalry Trainer) Starts out with 4 Cavalry stars and 2 Movement stars. Since Movement Trainer is rarer, I personally would rate Raevsky higher than Sulkowski. Even without trainer skill, still a strong and capable general.
Dombrowski (Rating: A) - Strike gives consistent output, and Defense Art makes him immortal for S&L users. Surprise isn't the best skill, but still not bad for Cavalry, and there is a useless Banner. He has 3 training stars, which is a little lacking for Cavalry imo. Starts out on 4 Cavalry stars, 3 Business and Movement stars. Great general, may deserve a spot as your final Cavalry General after Lan and perhaps Sakurako. Sadly, this guy is in tier 3, means you need to pay.
Radetzky (Rating: A) - A twin of Dombrowski is what I like to call this guy, as both has the skillset of Strike, Defense Art, and Surprise. Also, both of them start with 4 Cavalry stars and 3 Movement stars. I think that Radetzky is marginally better than Dombrowski, as Radetzky has 1 more Business and Training stars, and War Master is actually used for some time compared to THE Banner... Radetzky costs two more emblems though. It is your choice, if you come to a luxurious situation where you must choose between the either of them...
Kate (Rating: A-) - Known as the best pure Naval general in the game. Has all naval skills: Navigation, Steersman, and Fireproof. In my opinion though, Navigation and Fireproof are negatable, leaving only Steersman to be her actual effective skill. (I know that Navigation stacks with Propellers, don't worry. I just think that +3 hexes on Navy is too luxurious and unnecessary, could be replaced with a better skill.) This is why I'm about to nominate Nelson and Jervis as the best Naval generals. Also, Kate has 2 artillery and movement stars. With the only effective skill on land being Fireproof... not a great hybrid potential on Artillery. I will briefly mention that Kate is pretty sturdy with 4 training stars, though.
Nelson (Rating: A+) - I've been underrating this guy for a while now, unable to understand why people desire him, until recently when I started to learn more deeply about skills. I always say that for Naval capabilities, sexy stars and high HP is enough. Nelson already meets the criteria by being 5 stars Navy from the start, and has 64 HP already right off the bat when purchased. Leadership and 4 training stars make him more powerful and sturdy, while Navigation increases his speed. Accurate + Leadership provides a great potential for Artillery Hybrid too. With Nelson starting on 3 Artillery stars and 4 Movement stars, he's already powerful. Only if Banner was replaced with something else, such as Defense Art or Engineering, I would rate this guy the sole S-tier general from the IAP list. I was debating with myself whether or not I should rate Nelson as S-, but I left Nelson in A+ to put his description below Kate. You can consider his rating to be A++ or S- unofficially. I believe that he is better than Jervis below.
Jervis (Rating: A+) - Unlike Nelson, I never underrated this guy. The reason happens to be March on Britain. Anyways, Jervis has decent Naval capabilities with 4 naval stars, 4 training stars, Leadership, and Steersman. Due to my opinion of Steersman > Navigation, I consider Jervis to have a better Naval capability compared to Nelson. I just rate Nelson higher due to his Artillery-Hybrid capabilities being better. Jervis does have all 4 skills from B-tier and above, but his Artillery capability is worse than Nelson. Jervis doesn't have any artillery-specific skills, but has Sailor to fight on water without damage decrease. Economic Master lets him boost economy, but this is replaceable with Napoleonic Code. Jervis's Artillery-Hybrid capabilities only rely on 3 Artillery stars, 2 Movement stars, 4 Training stars, and Leadership. Still a great general, better than Kate IMO. Sadly, he and Nelson are IAPs.
B-tier generals (Powerhouses)
Davout (Rating: B) - Cavalry-Artillery Hybrid. Perhaps one of the most loved and desired IAPs out there currently. However, my opinion: No.
Davout has Surprise/Explosive paired with Geography and Assault Art. I do not rate Geography as highly as others may do, and especially for Davout. Davout lacks the Evasion-deprival skills such as Strike or Accurate, which makes his output inconsistent. Since Davout lacks both Leadership/Strike also lacks endurance with only 3 training stars, he's not strong enough to handle the speed of Geography to the fullest extent. He does seem to do a better job on Artillery though. Still not good enough potential. Sakurako is superior to Davout in both Cavalry and Artillery, I'd say. If a generalist is better than you, then you probably don't deserve attention. Being the sole artillery general with Assault Art is unique, but I think Lan could do better than Davout on even on Artillery as she has Leadership.
Moreau (Rating: B-) - Pure Artillery general, but honestly Scharnhorst is better as he lacks Explosive but more than negates that fact by not being IAP. Moreau lacks endurance: only 2 training stars. Accurate and Engineering are nice, but Explosive and Ballistics are not the best choice of skills. Not worth your emblems. Say no.
Poniatowski (Rating: B-) - Many have spoken about his 'hybrid potentials', but I never really saw anyone using him. I'll expose his abilities in all 5 unit categories. Yes, five. I'm gonna include fortresses.
1. Infantry - Fireproof is not a good land skill, all he gets is Leadership and Assault Art. Without Bugle though, his damage is inconsistent. Say no to him.
2. Cavalry - He's not too weak on Cavalry, he has Leadership and 3 training stars to handle Geography to a fuller extent. However, lack of Strike brings inconsistent damage. Even Berthier is better than him in my opinion.
3. Artillery - Leadership is a great Artillery skill, and Assault Art helps the damage. Geography kinda shines here, as it lets him move 5 hexes on Light Artillery and Rockets with movement maxed and items given. This makes up for the lack of Engineering. However, the lack of Accurate cannot be covered up here, and we already have so many better Artillery candidates.
4. Navy - I always say that Navy is all about stars and big HP, I'm sure you're long tired of the phrase at this point. Leadership and Assault Art makes him even better, and also he has the 'potentially Navy skill' of Fireproof. Again, just S&L or equip Pumper to avoid fire damage... He also lacks Steersman, which I consider the best Navy skill, but oh well. Lan can perform better than Poniatowski on Navy, as she also has Leadership/Assault Art but has more endurance from 5 training stars.
5. Fortress - In my humble opinion, out of the 5 unit categories, Poniatowski is the most capable in a Fortress. Let me explain why... He has Leadership + Assault Art, which gives him great damage and endurance especially on Coastal Forts. Fireproof is also a potent Fortress skill, as Fortresses can't move. (Duh) But I guess Fireproof can be replaced with pumper or S&L, which just makes Lan better than Poniatowski due to the same reasoning above, of higher training stars and same effective skillset.At this point Lan is just the best at everything possible
Overall, Poniatowski is not as good as many people say. Say no. Not worth your emblems.
Lannes (Rating: B-) - Just read the description of Poniatowski right above, as he gets literally the same reviews. I guess he's better than Poniatowski on Infantry as he has Mass Fire, but otherwise... no. I was also fooled by how strong Lannes were in campaigns and conquests, but now I realized that he's not very good. Perhaps if he had Bugle instead of Mass Fire or Geography, (I marked Geography F here because I'm talking about Infanty ability) he would be fantastic and be rated A+ and above Wellesley. Yes, that's how good Bugle is.
Golitsyn (Rating: B-) - A pretty strong Cavalry general with Strike + Surprise (...and Fence) who starts at max Cavalry stars and 3 movement stars. 1 training star makes his endurance lack, and his only good skill is practically Strike. His role is just a last-slot filler, and he is already pretty popular in doing that. He's a marginally inferior Lasalle, but Lasalle is IAP and doesn't really deserve real money. I'd recommend Golitsyn more as a last-slot filler. (If you want the most luxurious and powerful team of 12 generals, and have money growing on the tree, perhaps you can use Lasalle instead. Your choice, in the end.)
Berthier (Rating: B-) - Perhaps the most controversal general in the entirety of the game. Has the combo of Strike + Surprise, but he starts at 1 star Cavalry and 4 stars Artillery for some reason... He also starts at 1 movement star, which is terrible. At least his Business stars are 4... He is undoubtedly the most medal-consuming powerhouse. Probably not worth it. Since he has Strike and somewhat decent of 3 training stars, he could handle the full speed of Geography most times. His damage only comes from Strike (and surprise, he has Surprise), and speedy from Geography. Not worth training, but if you max him, everyone will immediately be jealous of you. But I trust that you won't fall for him... right?
Suvorov (Rating: B) - Pure Infantry general. Starts with 5 Infantry and Training stars, which makes him pretty strong. He has Bugle for consistent damage. Mass Fire is to some extent extra 6 damage as you don't need Snare Drum, and Formation gives +3 damage average. Ah, and I guess Infantry Tactics exist. Just chilling there for aesthetics. There's not much you can do to improve this guy, you get what you see. You could add 4 movement stars and 5 Business stars if you wanted to, but I'd say that Sakurako and Victoria are enough for you on the Infantry section. A potential last-slot filler, but the slow movement holds him back. Don't forget that he's an IAP, and I'd say no to him if I were you.
Oudinot/Dobeln (Rating: B-) - I'm just gonna rate them together as they are Suvorov with less training stars and a skill. That's just self-explanatory. Since they are a worse version of Suvorov, they receive one sub-tier rating below him: B-. Thankfully, they both have Bugle, which is why they are at least in rated in the B-tier. Also note that Dobeln is a literal glass cannon, as he has no training stars but has Mass Fire.
B-tier generals (Trainers)
Scharnhorst (Rating: B) - Accurate + 4 stars on Artillery is amazing damage. He also has Engineering (and 1 movement star...) to support his movement. Even has that Artillery Trainer skill. Scharnhorst is similar to Ravesky and Sulkowski in many ways- has two good skills to use temporarily, and a Trainer skill. However, Scharnhorst is rated quite low compared to them... the reason is that Sophia and Kutaisov exists. Accurate is superior to Siege Master + Explosive, and Scharnhorst has Engineering + 1 movement star to equivalent Sophia's movement speed. However... you can literally get Sophia on any conquest speedrun attempt on Europe with no generals at all, and Kutaisov is a cheaper trainer who has great potentials, to even be rated A+. Don't get me wrong, Scharnhorst is a great general, but is outmatched in his niche.
Cost: 795 medals or 5 emblems
Gazan (Rating: B-) - Has 3 Artillery stars and 1 Movement star. The second-cheapest Artillery Trainer (by 35 medals) and also comes with Explosive. When Kutaisov doesn't show up in like 10 refreshes and you get so desperate, I guess you can... buy this guy. I do recommend you to be more patient.
Cost: 465 medals
Dumouriez (Rating: B) - Kinda overrated tbh, his combat ability is just 4 stars Cavalry, 2 stars Movement, and Surprise, a C-tier skill... He does have decent damage plus the Cavalry Trainer skill, and is relatively cheap amongst Cavalry starters who have Trainer, so that's where he's rated well. Personally, I'd just get Diez instead... and if you need someone who can fight better than Diez because you're a newbie, go for Raevsky or Sulkowski.
Cost: 575 medals
Quosdanovih (Rating: B-) - Second cheapest Cavalry Trainer (by 50 medals), combat capabilities are just 3 stars Cavalry and 2 stars movement. Recommendation here is to just use Diez/Raevsky/Sulkowski as starting Cavalry general, and later on just use Agha for training Cavalry as Agha is cheaper. Overall, don't recommend. Even if you're sooooo desperate, you should just wait for Agha.
Cost: 425 medals
Agha (Rating: B+) - The cheapest Cavalry Trainer. Has pitiful combat ability: 2 stars on Cavalry and 1 star on Movement. That's the cost for being the cheapest Cavalry Trainer, which I think is rather a cheap and reasonable deal.
Cost: 375 medals
Diez (Rating: B+) - The one and only Movement Trainer in tier 1, which makes him the cheapest one in the game. (But others cost like 200+ more... so you should just try to Diez only as much as possible.) Diez is only rated B+ because he's almost the only choice for your Movement training. He doesn't have good combat capabilities, only has 3 Cavalry and Movement stars. If there was a cheaper movement trainer with at least 2 movement points, Diez would most likely be rated F.
Cost: 540 medals
AugustI (Rating: B+) - The second cheapest Business Trainer, only 5 medals more expensive than the cheapest. He also comes with Architecture and Nobleman. Combat ability is pitiful, only 1 stars on Artillery and Infantry each. He has no movement stars, which reduces the potential of Architecture. Just thought he's an honourable mention, because with only 5 more medals, you can get a trainer with an interesting skill. Since it's only 5 medals difference, you can just ues this guy for Business stars.
Cost: 340 medals
Jerome (Rating: B+) - The cheapest Business Trainer. Also has Economic Expert... could be somewhat useful in the beginning stage? Also has 3 Business stars like AugustI, so could trade resources better in game.
Cost: 335 medals
Latour (Rating: B) - The cheapest Infantry Trainer in the game. Has 3 infantry stars for combat. Regardless, you should just use this guy for Infantry training.
Cost: 410 medals
Zakrevsky (Rating: B-) - Latour with Mass Fire and 1 movement point. An interesting lad, you can use him for starter general. However, if you have 4 slots only, I guess it's not so recommended. Costs 45 medals higher than Latour, so even if you're so desperate for Infantry Trainer, not so recommended to use this guy.
Cost: 455 medals
Elphinstone (Rating: B) - The cheapest Navy Trainer in the game. Only 2 stars in Navy, but you won't use him much for combat anyways. He will almost immediately train your generals and leave the game. Other Navy Trainers are at least 90 medals more expensive, so I recommend you to only use Elphinstone for training Navy. Won't even mention other trainers' names. (Except Treville. Treville is in the hall of shame, as he has the trainer skill while being a tier-3 general...)
Cost: 310 medals
FerdinandoI (Rating: B-) - Fort Trainer. Really, nobody trains Forts, so you probably won't need him. He's here only because he's the cheapest Fort Trainer, and is the cheapest trainer in the whole game. Third cheapest general in the whole game as well, I believe.
Cost: 260 medals
C-tier generals
Kahia the Great (Rating: C+++++) - He has maximum collection value. Must buy.
Andrade (Rating: C+++) - Best described by these quotes from a user who I can't remember the name of:
"I mean, you can't say that he isn't specialized. He is the best at what he does."
Disguise/Transport/Trench/Fence is perhaps the most perfect skill combination in the entire game. 3 stars movement adds 1 hex of movement on infantry, and perhaps that makes him even funnier. 1 star Infantry is the best combat ability he offers, and that is what we strike the deal for.
Bachmann (Rating: C+++) - The one and only Swiss general, who never moves out of Zurich! He is powerful, as he's often in Double Guards Cavalry. 2 stars on Cavalry plus the best skill of Banner makes him the most formidable Cavalry gen in the whole game.
Napoleon (Rating: C+) - The reason itself of the 22 years of European War from late 18th century to early 19th century, personified into a human being. This game itself is named after this guy. He's got sexy damage on Artillery, but his skillset is quite... a mess, I'd say. Engineering is nice, Siege Master is not too bad- but Infantry Tactics and Banner are just useless. He does show up with banners in campaigns for some instances, but the effects are barely visible anyways. He has collection values, but that's it. The collection value is the sole reason for a plus on his rating.
Blucher (Rating: C) - Napoleon's equal match in the history (I believe), which is the only reason why he doesn't receive a minus on the rating. Formation shows little effect, War Master is easily replaced by items, Banner and Mobility just have no effects at all. The worst IAP in the game. He does have lots of sexy stars, but mind you, trainers exist. Has some collection value.
Archduke.C (Rating: C+) - Out of himself, Napoleon, and Blucher, he is actually the strongest one, which is why he receives a plus on his rating. 5 stars on Infantry and Training, 3 stars on Business and Movement alongside Bugle makes him pretty decent. He shows how strong Sakurako could be when fully trained. His other skills, Nobleman and Banner are practically useless, but Strike is notable. (He has 1 star on Cavalry at the start though...) making him somewhat decent on Cavalry also when trained. However, he doesn't have enough potential to be in your headquarters. I guess he could be marginally better than Sakurako on Infantry and Cavalry as he has 1 more training star, but Sakurako can handle Artillery too, plus she's not IAP, so just say no. Collection value exists though.
Massena (Rating: C) - He is a historically famous general, and he has Leadership and 5 training stars. War Master, Infantry Tactics, and Surprise aren't really good... but he has output from those sexy stars.
Suchet (Rating: C) - Even worse than Massena, as he has Mobility instead of Surprise, and 2 less training stars. He does have Spy instead of Leadership though... He has some collection value though as Napoleon said that if he had Suchet instead of Grouchy, he'd have won the Battle of Waterloo.
AlexanderI (Rating: C-) - I don't see much historical value in him. Spy is the only good skill he has... which when added with 5 fortress stars, gives him some collection value as a meme! I think that a Fortress with Spy is pretty hilarious.
Washington (Rating: C+) - The first president of the US. Has many more historical values too. 5 stars Business and Training are pretty juicy. His only good skill is sadly just Leadership... Economic Master and Mass Fire are replaceable, and Banner is just bad. Nontheless, historic value! And his combat ability with 3 infantry stars is actually not bad either. He's just Lannes without Assault Art. Perhaps the second best quality general in this section, behind the Archduke. 2 more Infantry stars, and he won't be too bad. But I still do not recommend that course of action.
Jackson (Rating: C-) - The 7th US president, has lots of fame and historic value too. Like Washington, he has Economic Master and 5 training stars. Defense Art makes him more sturdy- but Logistics? Seriously? and Business Trainer on an IAP Does not perform well. There is no depth to potential. Historic value for collection...
2. Usefulness when given (WIP)
Secondly, how useful the generals are when they are just provided to you in campaign/conquest. Obviously, princesses won't be included.
Rating system
S - Satisfactory. Generally, generals with Bugle/Strike/Accurate/Leadership with decent stars (4~5) belong here.
A - Average. Usually, generals with good skills but mediocre stars, or generals with bad skills but good stars belong here.
B - Below Average. Not as strong as A-tier, but still have decent abilities.
C - Can't believe you exist. From this point, you will expect to see an exponential increase of generals.
F - Failure. It just exists to add some HP like a meatshield. That's probably it. Contains the worst of the worst generals that don't deserve to belong to even C-tier.
I'll have to be a bit like an Asian parent in the ratings, as most are not very good, expecially out of the box. Note that S-tiers here all belong to A~B tier (even C for some) from the first general rating method, which is what you should ultimately follow for generals in your headquarters.
The standards here are more abstract, due to me unable to think of better marking criteria. There will be a lot more bias going into this, due the unclear criteria.
You can suggest a better criteria, or suggest to move generals' rankings.
By the way, note these:
- I will not rate Fortresses. (because who cares about generals in fortresses)
- Trainer skills would be rated in the F-tier here automatically.
- Same goes for War Master/War Expert/Nobleman.- Banner skills will all be rated C- as there is a slight chance that the general with this skill would come with flags. But also note that Banner can't influence the equipped general's combat ability, only for allied units around.
- Economic Expert is buffed to B-tier, and Economic Master to A-tier, due to us not being able to equip our items on given generals.
- Mass Fire is in A-tier now, same reasoning as above.
- Sailor will be moved from B to B+.
- Geography will be buffed to S-tier, but it won't really be visible. When you see 'freely' at the end of the movement part, it means that the general has Geography. Otherwise, there will be 'maximum' at the end. If there is neither, it's probably Infantry or Navy.
- Stars will be color-coded like skills, for better visibility. 5 star is colored same as S-tier, 4 star as A-tier, 3 star as B-tier, 2 star as C-tier, and 1 star as F-tier. No stars won't even be rated, don't worry.
- Movement hexes also will be color-coded like stars.
- Only main categories will be rated. Other category will also be rated if there is a specifically related skill or moment when the general is on that type of unit exists. However, I will not bother to rate Moreau and Davout from Fire of Revolution... (reason: common sense) But there are some exceptions such as Jervis for Artillery.
- I will not bother to rate Economy if the general doesn't have at least 3 star on Business or have Economy-related skill. No, I don't count Trench/Fence/Disguise/Transport as an economic skill. However, Logistics will be counted.
S-tier
Infantry main
Wellesley
Archduke C.
Lannes
Suvorov
Overall Infantry rating: S
Combat Ability: Infantry 5 star, Bugle, Mass Fire, Formation, Infantry Tactics
Defensive Ability: Training 5 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry Units.
Notes: Pure Infantry general. Strong output and defense, but lacks movement... At least he's on infantry, where one has Geography automatically..
Dobeln
Overall Infantry rating: S-
Combat Ability: Infantry 5 star, Bugle, Mass Fire, Infantry Tactics
Defensive Ability: None
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry Units.
Notes: Another pure Infantry general. Strong output (albeit a little weaker than Suvorov), but lacks defense. Like, a lot. You can often see him suiciding, due to being a glass cannon.
Dearborn
Cavalry main
Radetzky
Dombrowski
Murat
Cotton
Sulkowski
Artillery main
Moreau
Davout
Navy main
Nelson
Jervis
Treville
A-tier
Infantry main
Massena
Kutuzov
Washington
Bagration
Brock
Soult
Jackson
Wittgenstein
Oudinot
Serurier
Cavalry main
Suchet
Paget
Blucher
Lasalle
Poniatowski
Ney
Golitsyn
Raevsky
Artillery main
Napoleon
Grouchy
Mortier
Berthier
Scharnhorst
Drummond
Yermolov
Navy main
Sidney
Collingwood
B-tier (WIP)
Infantry main
Barclay
AlexanderI
Tormasov
Bernadotte
Jourdan
Beresford
Yorck
WilhelmIII
Pasha
Eugene
Picton
Kosciuszko
Joubert
Cornplanter
Lefebvre
Kleist
Sacken
Nenadovic
Rowland
Hull
Blasius
Arnold
Cavalry main
Desaix
Bennigsen
Macdonald
Savary
Merveldt
JohannI
Exelmans
Klenau
Gouvion
Augereau
Dumouriez
Junot
Artillery main
L.Bonaparte
Prevost
Sokolnicki
Marmont
Kutaisov
Carteaux
Navy main
Gravina
Verhuell
Hood
Duckworth
Calder
Strachan
Ushakov
Chichagov
Brueys
C-tier
Infantry main
Clinton
Bulow
J.Bonaparte
Cornwallis
FerdinandVII
SelimIII
Fontanelli
Eugen
Claude
Archduke.J
Wurmser
Deroy
Buxhoeveden
Baggovut
Chasse
Ballesteros
Frederick
Galvez
Joyes
Weyrother
Wrede
Andrade
Zakrevsky
Ferdinand
Latour
Lusignan
Cavalry main
Palafox
Perignon
Leiberich
Clausewitz
Platov
Nansouty
Gerard
L'Estocq
Diez
Kozietulski
Balabio
Bubna
Melas
Godebski
Charles
Quosdanovih
Mirza
Saltykov
Kienmayer
Artillery main
Drouot
Graham
Gazan
Navy main
Villeneuve
Bruix
Mehemet.A
Qajar
Cronstedt
Cisneros
Hopkins
Fischer
Huarte
Elphinstone
Falsen
F-tier
Infantry main
Abercromby
Zebulon
Schwerin
AugustI
Kruse
AmadeoIII
Murad
HeinrichXV
Bylandt
Wurmb
Alten
Davidovich
Greene
Lechi
Arrighi
Jerome
Nunziante
Reding
Dornberg
Emil
Franquemont
PiusVII
FerdinandoI
Karamanli
Kahia
Slimane
Caradja
Mourousis
Dobrnjac
Silveira
Cavalry main
Miloradovih
Vecsey
Georg
Rosenberg
Hotze
Ricardos
Konopka
Vandamme
Bachmann
Agha
Artillery main
Mercer
Milinovic
Kollowrat
Howe
Navy main
Senyavin
Cosmao
Bouvet
Janssens
Means that it's not complete yet. Stay tuned for updates.
There has been many general guides before this, but my opinion does not fully align with theirs.
So, I made a guide here.
Credits and kudos to Trotsky especially for Skills, Items, Commanders and other threads with compiled information.
Meanwhile, you can give me feedback on my guide. I may or may not edit it based on it, depending on how convincing/helpful you are.
Let's start by talking about skills.
Skills
My rating criteria:
S - Must have (The best skills)
A - Useful but not necessary
B - Situationally useful
C - Has effects, but do you really need it...?
F - There is absolutely no effect
Sometimes ratings will occasionally have pluses and minuses. Plus or + means it's better than others in the same rating, and minus or - means that it's worse than others in the same rating.
S-tier Skills
Spy (Rating: S+ in conquest, A+ in campaigns) - Fortress is annoying and it could block your way. Often times, objectives are covered by powerful fortresses and units. (Such as Berlin in the Coalition Disruption in IE campaign) Thus, it's useful to have a spy general to destroy the forts to make space and prevent morale dropping when attacking the objective. Could send a powerful leadership general with a snare drum, but that's probably not a very good idea. In conquests, AI often spams forts. Makes life so convenient if you have a Spy general, especially in a Siege Artillery or a Guard Cavalry.
Leadership (Rating: S) - Prevents general's morale dropping lower than normal. Great skill for both offense/defense. This skill + Bugle below is why Wellesley is so powerful, in case you wondered. For the player though, S&L protects your morale dropping in case of cavalry attacking and scaring your Infantry/Artillery General.
Bugle/Strike/Accruate (Rating: S) - Undeniably the best combat skill for Infantry/Cavalry/Artillery. Ignores evasion. Sometimes adds little damage, but damage can be increased by as much as 25%!
Engineering (Rating: S) - If your artillery generals have this skill, they can move 5 hexs on Light Artillery and Rocket freely without needing Geography. Can let Heavy/Siege Artillery move 5 hexes sometimes.
Assault Art (Rating: S for S&L users, A+ for non-S&L users) - Lets units to deal maximum damage when you are attacking when activated. I heard that the odds of this triggering is 20%, but don't trust it.
Defense Art (Rating: S+ for S&L users, A for non-S&L users) - Lets units take 1 damage during AI turns when activated. I heard that the odds of this triggering is 10%, but don't trust it. I rate this skill higher than Assault Art for S&L users because it literally makes your general immortal. Assault Art is rated higher for non-S&L users because theoretically it has higher chance of triggering, while Defense Art has higher odds of not triggering at the time when you most need it. Also note down this fun fact, if you activate Assault Art and the opponent activates Defense Art, Defense Art overrides Assault art and the opponent receives 1 damage.
A-tier Skills
Navigation (Rating: A) - Lets navy move 1 more hex. Great movement skill- similar to engineering for artillery. Stackable with Propellers. You can move a whopping 6 hexes with Navigation on a Frigate (and Privateer, I guess) with 2 Propellers! Note that I rate Navigation lower than Steersman because it's not that necessary though to move so quickly on Navy, especially with other ships not being able to catch up with your general for cover/support.
Steersman (Rating: A+) - Reduces 10% damage taken for navy. Great defense skill. Rating becomes F for S&L users if the general also has Defense Art, but I believe there is no general with both skills.
Geography (Rating: A for Cavalry, A- for Artillery, F for neither) - Ignores terrain for movement. (Universal skill, but technically it only shows effect for artilllery/cavalry) Replaceable with War Horse.
I do not rate this skill highly due to the following reason: War Horse and one movement item is enough.
War Horse could replace Geography. This lets players have one slot left for +2 movement speed, which means +7 movement and 3 movement points per hex at all times.
Cavalry has moving speed of 10/9/8, which means 17/16/15 with your general. All can move around 5 hexes freely. If geography was added, Light/Heavy Cavalry units could move 6 hexes anywhere, but I don't see the point of being any faster, and it doesn't apply to Guard cavalry and Armored cars. Most of the times, Light Cavalry is too weak... even if it moves at such rocket speed, it just dies out pretty fast. I do admit that 6 hexes on Heavy Cavalry would be pretty strong though, so Geography does get an A for Cavalry.
Artillery has moving speed of 6/5, which means 13/12 with your general. 4 hexes freely. With Geography, it becomes 15/14, with Light Artillery and Rocket being able to move 5 hexes. However, Artillery has a skill called Engineering, which adds +2 movement for Artillery. That makes it 15/14 without geography. Honestly, being able to move 5 hexes on Light Artillery and Rocket is alright. With Geography, it maximum is 17/16, 5 hexes on all Artillery. It doesn't necessarily do you too much good. There is low difference between Light and Heavy Artillery most of the times, in terms of both damage and health.
Anyways, even without Geography, all Cavalry units and half of Artillery units can move around 5 hexes freely. I believe that is enough movement, thus I don't rate Geography very highly.
Fireproof (Rating: A- on Navy, C- on land units, F for S&L users) - Prevents fire in the hex where your land unit is, or prevents your naval unit being burnt. Replacable with Pumper.
Another skill that I do not rate highly. Land units can just move out of fire most of the times, and it doesn't really seem to do much damage. It's rather useful on Naval units though, but Pumper can replace it. The critical fact here is that with S&L, you will never take fire damage.
B-tier Skills
Mass Fire (Rating: B+) - Lets infantry deal damage regardless of their health. Replaceable with Snare Drum.
This skill only works on infantry, and when infantry health is lowered. Natural Regeneration, City Regeneration, Nobility, Medkits and other ways could heal up the general to not need to rely on Mass Fire. Snare Drum can also replace it. I do guess that Mass Fire leaves a room for another Ferguson Rifle. (+6 attack infantry) Overall, it's useful especially on weaker generals that you are given, as they can do more damage before they die. Pretty situational.
Architecture (Rating: B+) - Cuts facility upgrade cost by 40%. Useful situationally, especially on small nation conquests. Could also help building economy from early stages on a big country. I would rate this skill to be the maximum of A- if paired with fast unit, fast general, and War Horse/Geography.
Sailor (Rating: B) - Evasion-deprival skill, for units on the sea. Usually on the sea, land units do 20% less damage, but sailior ignores that. Replaceable with Armored Carrier. Pretty situational, but mostly land units don't fight on sea. Doesn't get a minus just because it's actually good when the situation calls for it.
Siege Master (Rating: B) - Ignores the defense bonus of a unit residing in cities. Universal for all units, but the downside is it gets situational for only being able to remove city evasion, no other evasion. Pros are that this skill applies for all types of units, but cons are that the skill becomes less effective and situational compared to Bugle/Strike/Accurate.
Economic Master (Rating: B-, but F with Napoleonic Code) - Increases income of the stationed facility by 80%. Napoleonic Code replaces this skill and does a better job. (100% increase)
I do not rate this skill highly, because stationing general in a facility is very situational, and you can switch around Napoleonic Code whenever your general is in a facility. If Napoleonic Codes stacked with this skill, it would have had the maximum potential of B+.
C/F-tier Skills
Formtion/Surprise/Explosive (Rating: C+) - Adds max dmg + 1. Technically it only adds 3 damage average... With double +6 attack items, you technically have 4 of the same skill stacked together.
Economic Expert (Rating: C, but F with Encyclopedia/Napoleonic Code) - Increases income of the stationed facility by 40%. There is a better skill called Economic Master, and also Encyclopedia replaces this skill and does a better job. (Encyclopedia is 50% increase) It could add a small boost to your economy. Not a good skill.
War Master (C, but F with On War/Art of War) - Rank experience is increased by 80%, I believe. Useless after you finish grinding rank, and there are items that just replaces the skill and does a better job. (On War, 200% increase, and Art of War, 100% increase)
War Expert (Rating: C-, but F with On War/Art of War) - Rank experience is increased by 40%, I believe. Useless after you finish grinding rank, and there is a better skill called War Master, and also superior items exist as mentioned above.
Trench/Fence/Disguise (Rating: C-) - Reduces the gold cost by 50% for building Trench/Fence/Bunker. Doesn't reduce the cost of industry.
No one really builds these, but I think they're pretty underrated. Trench reduces Infantry damage by 20%, Fence reduces Cavalry damage by 25% with additional Infantry damage by 10%, and Bunker reduces Artillery damage by 30% with additional Infantry damage by 10%. The thing is though, it gets ignored by generals with Bugle/Strike/Accurate. Nontheless, there are skills that are better than this, and the skill slots are limited, so the maximum this gets is a C-. The fact that only infantry can build it is also a bonus in a negative way. Also, it's already cheap to build, so there is kinda no point in discounting it for a few measly gold.
Nobleman (Rating: C-, F if you have Crown or Golden Staff) - Nobility is increased by 50%. Useless when you have items such as Golden Staff (100% increase) or Crown (300% increase) as these don't stack.
Logistics (Rating: C-) - Troops morale don't drop because of food issues. Inferior Leadership, but it's really, really bad. You almost never need this, but it still has an 'effect' nontheless, so it stays at C-.
Banner (Rating: C-, F if no Banners owned) - General can equip flag. Note that banner improves abilities of units around, but not the generals themselves. Also, +2 attack/defense/supply is max (which just shows no visible change at all), and they're way too expensive,. (Minimum is 268, but can get as expensive as 910 without trading general) No one uses or has banner. I will prefer to mark this skill as F-tier, as banner is also a waste of money and item slot.
Transport (Rating: F) - Reduces cost of transport ship by half. Saves 20 gold, and does absolutely nothing ever for the rest of its lifespan. It has an effect, but I'll just transport it to F-tier anyways.
Infantry Tactics/Mobility/Ballistics (Rating: F) - Adds min dmg + 1. Has absolutely no effect, according to the damage formula.
Trainer Skills
I thought they deserve a new section. Note that ratings down there are for cheap/starter generals, but it's an F for all expensive powerhouses. (Such as Treville and his Navy Trainer, Cotton and his Cavalry Trainer, Soult and his Infantry Trainer...)
Business Trainer (Rating: S+) - Great for trading resources in game, and also helps provide 'free' items if you use these trainers to max your generals' Business stars.
Cavalry/Artillery Trainer (Rating: S) - These are the types of units that you will deploy your general for most of the times.
Movement Trainer (Rating: A) - Movement items could replace trainers, but not forever. Movement upgrades will make your generals truly shine.
Infantry/Navy Trainer (Rating: B+) - These are situational. Usually, one should stick to deploying generals for Artillery/Cavalry. Navy is useful during Naval campaigns, such as half of SNS. There also are some moments where you must deploy an Infantry general due to not being given much other choices.
Fort Trainer (Rating: B--) - Do you notice the double minus signs? They serve to emphasize how over-situational forts are. Useful for some campaigns (almost never), such as Great Sea Warfare. The reason that this doesn't go down to a C-tier is because when you do use it... it's very OP. Imagine, you need to fight naval units and you have a fortress with high HP that consistently does 150+ damage to enemies. Definitely OP.
Now, I'll rate the generals in two different ways.
1. Usefulness to you (Do they deserve a spot in your headquarters?)
2. Usefulness when given, out of the box
I will not mention the full abilities of the generals, so refer to this for full information on the generals.
1. Usefulness in Headquarter
Firstly, usefulness to you. I will only rate the good and important generals, and some controversal or overrated ones. Full comprehensive rating of all generals will be for rating method 2.
This section of generals will rate potential with training and items, or useful starter generals.
Rating system:
S - Must have, amazing potentials especially when trained to maximum
A - Trainers with semi-good potentials or some powerhouses with potential not good enough for S-tier
B - Not as good as you thought, but I guess they're not that bad either. (+ Cheapest trainers of all departments and honourable mentions)
C - Collection Value. Otherwise, no. May look powerful and sexy, but still no.
F - I won't even mention those FAILURES. Not worth my time to explain all these failures' potentials.
There will be pluses and minuses as well. Same meaning, + is better in the rank and - is worse in the rank.
S-tier generals
Lan (Rating: S+) - The Perfect Cavalry general. The only perfect general in the whole game, as everyone says. Surprise + Strike gives good Cavalry output, with Assault Art adding more damage. Leadership and 5 training stars make her even more formidable. Personally I don't think this is the best possible skillset, as I'd rather replace Surprise with Defense Art or Geography. (I know, I said that I don't rate Geography highly. But, if it's Lan on Heavy Cavalry, I think she's strong enough to run around 6 hexes by herself.) Nontheless, a must in your team regardless of your progress or how much money you spent on where.
Requirements for Lan
US1775 Strategy (One day, I'll try to make a better guide than this and replace the link.)
Isabella (Rating: S) - The Fastest Artillery general. No other general in the entirety of the game has both Engineering and Geography. Her output is backed up by Accurate. A shame how she has the useless Ballistics- but nontheless she's a strong and solid Artillery general. 4 training stars help with her endurance also. Definitely should be in your final team.
Victoria (Rating: S) - The Best Infantry/Navy Hybrid. Assault Art and Defense Art makes her the queen of S&L, and useful on Navy. Bugle and Mass Fire adds potential to infantry abilities. 5 training stars + Defense Art makes her practically Immortal, Bugle and Assault Art adds all the necessary damage, and Mass Fire sustains her damage if her health is somehow- miraculously lowered to a certain point. Desevers a spot in your final team.
Strategy 1
Strategy 2
Years Calculation
Sakurako (Rating: S-) - The Best Land Hybrid, with all the evasion-deprival skills of Bugle/Strike/Accurate. Banner also exists, but pretend it doesn't. Archduke.C's powerful damage despite only with Bugle and 5 infantry stars show how potent Sakurako can be in any of the three fields. Sakurako starts with movement and training 4 stars, which makes her fast and durable. She has 2 stars on every other field though, so you better train her up to see her full potentials. She gets a minus because she's a generalist- Lan performs better than her on Cavalry, Isabella on Artillery, and Victoria on Infantry. Still better than most other generals. Deserves to be in your final team, if you have a spot.
A-tier generals
Sophia (Rating: A+) - My most beloved girl β€οΈβ€οΈβ€οΈ It truly breaks my heart π to not put her on S-tier... The best fort cracker in the game. However, her artillery abilities kinda start lacking later on in the game due to the missing Accuracy. She still has Siege Master, letting her have hybrid potential as well. Explosive only adds 2.5~3.0 damage on artillery anyways, Sophia can perform pretty well in Infantry/Cavalry as well. The only reason I see that people are not using Sophia on Cavalry/Infantry often is due to the lack of her training stars (only 2...), which contributes to her fragileness. Deserves to be in your final team, but I respect if you take Sakurako instead because of the lack of slots. Please just don't kill her by regrouping...
Kutaisov (Rating: A+) - Kutaisov is essentially Sophia, but has 1 more artillery star and gives up Spy in place of Artillery Trainer. Great potential in this guy. Great starter artillery general. He even is the cheapest Artillery Trainer in the whole game! Costs 430 medals. I still do not understand at this point how Gazan is worse but takes 35 more medals.
Arnold (Rating: A+) - Great to get you started! Starts off with 5 business stars. He also has combat abilities from 3 infantry stars and Spy. You even regroup him later, as he has Business Trainer. Must be included in your starter team. In fact, it's highly recommended that he becomes your first ever general.
Wellesley (Rating: A) - He's only here because he's the only general with Leadership + Bugle. This the most ideal combination of skills for an infantry general, as it makes them extremely sturdy and powerful. He also has Economic Master, which sadly is easily replaced by the Napoleonic Code. Banner is just downright bad. The fact that he only has 3 training stars make him relatively weaker. Yeah... he's only been able to be rated A because he's the sole general with Leadership and Bugle at the same time. Otherwise, highly likely to have been rated B+.
Murat (Rating: A+) - Murat is a well-known beast who can deal crazy damage on forts like Sophia. Spy + Assault Art (and I guess, Surprise) contributes to his great damage. However, he lacks Strike and training stars. (Has War Expert... and only 2 training stars) There's not much you can do to improve him though, as he starts off at 5 cavalry stars and 3 movement stars. Perhaps you could train 2 movement stars for him... A great IAP last-slot filler, nontheless.
Raevsky (Rating: A) - A Movement Trainer, and a great starting cavalry general! Combat abilities are: 3 star Cavalry, Surprise, and Defense Art. 355 medals more expensive than Diez, but his Defense Art will help immensely when you're doing US1775 to go for Lan. If you consider yourself are not a skilled player, then you should definitely use Raevsky as Starter Cavalry General, and S&L for Defense Art whenever necessary. Otherwise, if you are pretty skilled
Sulkowski (Rating: A) - Sulkowski is essentially Murat without Assault Art (and Surprise... if you wanted me to count that) but has Strike instead. (also Cavalry Trainer) Starts out with 4 Cavalry stars and 2 Movement stars. Since Movement Trainer is rarer, I personally would rate Raevsky higher than Sulkowski. Even without trainer skill, still a strong and capable general.
Dombrowski (Rating: A) - Strike gives consistent output, and Defense Art makes him immortal for S&L users. Surprise isn't the best skill, but still not bad for Cavalry, and there is a useless Banner. He has 3 training stars, which is a little lacking for Cavalry imo. Starts out on 4 Cavalry stars, 3 Business and Movement stars. Great general, may deserve a spot as your final Cavalry General after Lan and perhaps Sakurako. Sadly, this guy is in tier 3, means you need to pay.
Radetzky (Rating: A) - A twin of Dombrowski is what I like to call this guy, as both has the skillset of Strike, Defense Art, and Surprise. Also, both of them start with 4 Cavalry stars and 3 Movement stars. I think that Radetzky is marginally better than Dombrowski, as Radetzky has 1 more Business and Training stars, and War Master is actually used for some time compared to THE Banner... Radetzky costs two more emblems though. It is your choice, if you come to a luxurious situation where you must choose between the either of them...
Kate (Rating: A-) - Known as the best pure Naval general in the game. Has all naval skills: Navigation, Steersman, and Fireproof. In my opinion though, Navigation and Fireproof are negatable, leaving only Steersman to be her actual effective skill. (I know that Navigation stacks with Propellers, don't worry. I just think that +3 hexes on Navy is too luxurious and unnecessary, could be replaced with a better skill.) This is why I'm about to nominate Nelson and Jervis as the best Naval generals. Also, Kate has 2 artillery and movement stars. With the only effective skill on land being Fireproof... not a great hybrid potential on Artillery. I will briefly mention that Kate is pretty sturdy with 4 training stars, though.
Nelson (Rating: A+) - I've been underrating this guy for a while now, unable to understand why people desire him, until recently when I started to learn more deeply about skills. I always say that for Naval capabilities, sexy stars and high HP is enough. Nelson already meets the criteria by being 5 stars Navy from the start, and has 64 HP already right off the bat when purchased. Leadership and 4 training stars make him more powerful and sturdy, while Navigation increases his speed. Accurate + Leadership provides a great potential for Artillery Hybrid too. With Nelson starting on 3 Artillery stars and 4 Movement stars, he's already powerful. Only if Banner was replaced with something else, such as Defense Art or Engineering, I would rate this guy the sole S-tier general from the IAP list. I was debating with myself whether or not I should rate Nelson as S-, but I left Nelson in A+ to put his description below Kate. You can consider his rating to be A++ or S- unofficially. I believe that he is better than Jervis below.
Jervis (Rating: A+) - Unlike Nelson, I never underrated this guy. The reason happens to be March on Britain. Anyways, Jervis has decent Naval capabilities with 4 naval stars, 4 training stars, Leadership, and Steersman. Due to my opinion of Steersman > Navigation, I consider Jervis to have a better Naval capability compared to Nelson. I just rate Nelson higher due to his Artillery-Hybrid capabilities being better. Jervis does have all 4 skills from B-tier and above, but his Artillery capability is worse than Nelson. Jervis doesn't have any artillery-specific skills, but has Sailor to fight on water without damage decrease. Economic Master lets him boost economy, but this is replaceable with Napoleonic Code. Jervis's Artillery-Hybrid capabilities only rely on 3 Artillery stars, 2 Movement stars, 4 Training stars, and Leadership. Still a great general, better than Kate IMO. Sadly, he and Nelson are IAPs.
B-tier generals (Powerhouses)
Davout (Rating: B) - Cavalry-Artillery Hybrid. Perhaps one of the most loved and desired IAPs out there currently. However, my opinion: No.
Davout has Surprise/Explosive paired with Geography and Assault Art. I do not rate Geography as highly as others may do, and especially for Davout. Davout lacks the Evasion-deprival skills such as Strike or Accurate, which makes his output inconsistent. Since Davout lacks both Leadership/Strike also lacks endurance with only 3 training stars, he's not strong enough to handle the speed of Geography to the fullest extent. He does seem to do a better job on Artillery though. Still not good enough potential. Sakurako is superior to Davout in both Cavalry and Artillery, I'd say. If a generalist is better than you, then you probably don't deserve attention. Being the sole artillery general with Assault Art is unique, but I think Lan could do better than Davout on even on Artillery as she has Leadership.
Moreau (Rating: B-) - Pure Artillery general, but honestly Scharnhorst is better as he lacks Explosive but more than negates that fact by not being IAP. Moreau lacks endurance: only 2 training stars. Accurate and Engineering are nice, but Explosive and Ballistics are not the best choice of skills. Not worth your emblems. Say no.
Poniatowski (Rating: B-) - Many have spoken about his 'hybrid potentials', but I never really saw anyone using him. I'll expose his abilities in all 5 unit categories. Yes, five. I'm gonna include fortresses.
1. Infantry - Fireproof is not a good land skill, all he gets is Leadership and Assault Art. Without Bugle though, his damage is inconsistent. Say no to him.
2. Cavalry - He's not too weak on Cavalry, he has Leadership and 3 training stars to handle Geography to a fuller extent. However, lack of Strike brings inconsistent damage. Even Berthier is better than him in my opinion.
3. Artillery - Leadership is a great Artillery skill, and Assault Art helps the damage. Geography kinda shines here, as it lets him move 5 hexes on Light Artillery and Rockets with movement maxed and items given. This makes up for the lack of Engineering. However, the lack of Accurate cannot be covered up here, and we already have so many better Artillery candidates.
4. Navy - I always say that Navy is all about stars and big HP, I'm sure you're long tired of the phrase at this point. Leadership and Assault Art makes him even better, and also he has the 'potentially Navy skill' of Fireproof. Again, just S&L or equip Pumper to avoid fire damage... He also lacks Steersman, which I consider the best Navy skill, but oh well. Lan can perform better than Poniatowski on Navy, as she also has Leadership/Assault Art but has more endurance from 5 training stars.
5. Fortress - In my humble opinion, out of the 5 unit categories, Poniatowski is the most capable in a Fortress. Let me explain why... He has Leadership + Assault Art, which gives him great damage and endurance especially on Coastal Forts. Fireproof is also a potent Fortress skill, as Fortresses can't move. (Duh) But I guess Fireproof can be replaced with pumper or S&L, which just makes Lan better than Poniatowski due to the same reasoning above, of higher training stars and same effective skillset.
Lannes (Rating: B-) - Just read the description of Poniatowski right above, as he gets literally the same reviews. I guess he's better than Poniatowski on Infantry as he has Mass Fire, but otherwise... no. I was also fooled by how strong Lannes were in campaigns and conquests, but now I realized that he's not very good. Perhaps if he had Bugle instead of Mass Fire or Geography, (I marked Geography F here because I'm talking about Infanty ability) he would be fantastic and be rated A+ and above Wellesley. Yes, that's how good Bugle is.
Golitsyn (Rating: B-) - A pretty strong Cavalry general with Strike + Surprise (...and Fence) who starts at max Cavalry stars and 3 movement stars. 1 training star makes his endurance lack, and his only good skill is practically Strike. His role is just a last-slot filler, and he is already pretty popular in doing that. He's a marginally inferior Lasalle, but Lasalle is IAP and doesn't really deserve real money. I'd recommend Golitsyn more as a last-slot filler. (If you want the most luxurious and powerful team of 12 generals, and have money growing on the tree, perhaps you can use Lasalle instead. Your choice, in the end.)
Berthier (Rating: B-) - Perhaps the most controversal general in the entirety of the game. Has the combo of Strike + Surprise, but he starts at 1 star Cavalry and 4 stars Artillery for some reason... He also starts at 1 movement star, which is terrible. At least his Business stars are 4... He is undoubtedly the most medal-consuming powerhouse. Probably not worth it. Since he has Strike and somewhat decent of 3 training stars, he could handle the full speed of Geography most times. His damage only comes from Strike (and surprise, he has Surprise), and speedy from Geography. Not worth training, but if you max him, everyone will immediately be jealous of you. But I trust that you won't fall for him... right?
Suvorov (Rating: B) - Pure Infantry general. Starts with 5 Infantry and Training stars, which makes him pretty strong. He has Bugle for consistent damage. Mass Fire is to some extent extra 6 damage as you don't need Snare Drum, and Formation gives +3 damage average. Ah, and I guess Infantry Tactics exist. Just chilling there for aesthetics. There's not much you can do to improve this guy, you get what you see. You could add 4 movement stars and 5 Business stars if you wanted to, but I'd say that Sakurako and Victoria are enough for you on the Infantry section. A potential last-slot filler, but the slow movement holds him back. Don't forget that he's an IAP, and I'd say no to him if I were you.
Oudinot/Dobeln (Rating: B-) - I'm just gonna rate them together as they are Suvorov with less training stars and a skill. That's just self-explanatory. Since they are a worse version of Suvorov, they receive one sub-tier rating below him: B-. Thankfully, they both have Bugle, which is why they are at least in rated in the B-tier. Also note that Dobeln is a literal glass cannon, as he has no training stars but has Mass Fire.
B-tier generals (Trainers)
Scharnhorst (Rating: B) - Accurate + 4 stars on Artillery is amazing damage. He also has Engineering (and 1 movement star...) to support his movement. Even has that Artillery Trainer skill. Scharnhorst is similar to Ravesky and Sulkowski in many ways- has two good skills to use temporarily, and a Trainer skill. However, Scharnhorst is rated quite low compared to them... the reason is that Sophia and Kutaisov exists. Accurate is superior to Siege Master + Explosive, and Scharnhorst has Engineering + 1 movement star to equivalent Sophia's movement speed. However... you can literally get Sophia on any conquest speedrun attempt on Europe with no generals at all, and Kutaisov is a cheaper trainer who has great potentials, to even be rated A+. Don't get me wrong, Scharnhorst is a great general, but is outmatched in his niche.
Cost: 795 medals or 5 emblems
Gazan (Rating: B-) - Has 3 Artillery stars and 1 Movement star. The second-cheapest Artillery Trainer (by 35 medals) and also comes with Explosive. When Kutaisov doesn't show up in like 10 refreshes and you get so desperate, I guess you can... buy this guy. I do recommend you to be more patient.
Cost: 465 medals
Dumouriez (Rating: B) - Kinda overrated tbh, his combat ability is just 4 stars Cavalry, 2 stars Movement, and Surprise, a C-tier skill... He does have decent damage plus the Cavalry Trainer skill, and is relatively cheap amongst Cavalry starters who have Trainer, so that's where he's rated well. Personally, I'd just get Diez instead... and if you need someone who can fight better than Diez because you're a newbie, go for Raevsky or Sulkowski.
Cost: 575 medals
Quosdanovih (Rating: B-) - Second cheapest Cavalry Trainer (by 50 medals), combat capabilities are just 3 stars Cavalry and 2 stars movement. Recommendation here is to just use Diez/Raevsky/Sulkowski as starting Cavalry general, and later on just use Agha for training Cavalry as Agha is cheaper. Overall, don't recommend. Even if you're sooooo desperate, you should just wait for Agha.
Cost: 425 medals
Agha (Rating: B+) - The cheapest Cavalry Trainer. Has pitiful combat ability: 2 stars on Cavalry and 1 star on Movement. That's the cost for being the cheapest Cavalry Trainer, which I think is rather a cheap and reasonable deal.
Cost: 375 medals
Diez (Rating: B+) - The one and only Movement Trainer in tier 1, which makes him the cheapest one in the game. (But others cost like 200+ more... so you should just try to Diez only as much as possible.) Diez is only rated B+ because he's almost the only choice for your Movement training. He doesn't have good combat capabilities, only has 3 Cavalry and Movement stars. If there was a cheaper movement trainer with at least 2 movement points, Diez would most likely be rated F.
Cost: 540 medals
AugustI (Rating: B+) - The second cheapest Business Trainer, only 5 medals more expensive than the cheapest. He also comes with Architecture and Nobleman. Combat ability is pitiful, only 1 stars on Artillery and Infantry each. He has no movement stars, which reduces the potential of Architecture. Just thought he's an honourable mention, because with only 5 more medals, you can get a trainer with an interesting skill. Since it's only 5 medals difference, you can just ues this guy for Business stars.
Cost: 340 medals
Jerome (Rating: B+) - The cheapest Business Trainer. Also has Economic Expert... could be somewhat useful in the beginning stage? Also has 3 Business stars like AugustI, so could trade resources better in game.
Cost: 335 medals
Latour (Rating: B) - The cheapest Infantry Trainer in the game. Has 3 infantry stars for combat. Regardless, you should just use this guy for Infantry training.
Cost: 410 medals
Zakrevsky (Rating: B-) - Latour with Mass Fire and 1 movement point. An interesting lad, you can use him for starter general. However, if you have 4 slots only, I guess it's not so recommended. Costs 45 medals higher than Latour, so even if you're so desperate for Infantry Trainer, not so recommended to use this guy.
Cost: 455 medals
Elphinstone (Rating: B) - The cheapest Navy Trainer in the game. Only 2 stars in Navy, but you won't use him much for combat anyways. He will almost immediately train your generals and leave the game. Other Navy Trainers are at least 90 medals more expensive, so I recommend you to only use Elphinstone for training Navy. Won't even mention other trainers' names. (Except Treville. Treville is in the hall of shame, as he has the trainer skill while being a tier-3 general...)
Cost: 310 medals
FerdinandoI (Rating: B-) - Fort Trainer. Really, nobody trains Forts, so you probably won't need him. He's here only because he's the cheapest Fort Trainer, and is the cheapest trainer in the whole game. Third cheapest general in the whole game as well, I believe.
Cost: 260 medals
C-tier generals
Kahia the Great (Rating: C+++++) - He has maximum collection value. Must buy.
I noticed that the Kahia joke is often used around this community. Please don't actually buy him... waste of 355 medals. Unless you actually want him for the meme or something, then in that case I won't stop ya. Hopefully you won't regret your decision.
Andrade (Rating: C+++) - Best described by these quotes from a user who I can't remember the name of:
"I mean, you can't say that he isn't specialized. He is the best at what he does."
Disguise/Transport/Trench/Fence is perhaps the most perfect skill combination in the entire game. 3 stars movement adds 1 hex of movement on infantry, and perhaps that makes him even funnier. 1 star Infantry is the best combat ability he offers, and that is what we strike the deal for.
Again, I'm just joking. Please don't actually buy Andrade for 370 medals.
Bachmann (Rating: C+++) - The one and only Swiss general, who never moves out of Zurich! He is powerful, as he's often in Double Guards Cavalry. 2 stars on Cavalry plus the best skill of Banner makes him the most formidable Cavalry gen in the whole game.
I'm kidding again. But all jokes aside, Bachmann is actually somewhat powerful for some reason I do not comprehend. He actually has decent output from sorcery... but you shouldn't really buy him.
Napoleon (Rating: C+) - The reason itself of the 22 years of European War from late 18th century to early 19th century, personified into a human being. This game itself is named after this guy. He's got sexy damage on Artillery, but his skillset is quite... a mess, I'd say. Engineering is nice, Siege Master is not too bad- but Infantry Tactics and Banner are just useless. He does show up with banners in campaigns for some instances, but the effects are barely visible anyways. He has collection values, but that's it. The collection value is the sole reason for a plus on his rating.
Blucher (Rating: C) - Napoleon's equal match in the history (I believe), which is the only reason why he doesn't receive a minus on the rating. Formation shows little effect, War Master is easily replaced by items, Banner and Mobility just have no effects at all. The worst IAP in the game. He does have lots of sexy stars, but mind you, trainers exist. Has some collection value.
Archduke.C (Rating: C+) - Out of himself, Napoleon, and Blucher, he is actually the strongest one, which is why he receives a plus on his rating. 5 stars on Infantry and Training, 3 stars on Business and Movement alongside Bugle makes him pretty decent. He shows how strong Sakurako could be when fully trained. His other skills, Nobleman and Banner are practically useless, but Strike is notable. (He has 1 star on Cavalry at the start though...) making him somewhat decent on Cavalry also when trained. However, he doesn't have enough potential to be in your headquarters. I guess he could be marginally better than Sakurako on Infantry and Cavalry as he has 1 more training star, but Sakurako can handle Artillery too, plus she's not IAP, so just say no. Collection value exists though.
Massena (Rating: C) - He is a historically famous general, and he has Leadership and 5 training stars. War Master, Infantry Tactics, and Surprise aren't really good... but he has output from those sexy stars.
Suchet (Rating: C) - Even worse than Massena, as he has Mobility instead of Surprise, and 2 less training stars. He does have Spy instead of Leadership though... He has some collection value though as Napoleon said that if he had Suchet instead of Grouchy, he'd have won the Battle of Waterloo.
AlexanderI (Rating: C-) - I don't see much historical value in him. Spy is the only good skill he has... which when added with 5 fortress stars, gives him some collection value as a meme! I think that a Fortress with Spy is pretty hilarious.
Washington (Rating: C+) - The first president of the US. Has many more historical values too. 5 stars Business and Training are pretty juicy. His only good skill is sadly just Leadership... Economic Master and Mass Fire are replaceable, and Banner is just bad. Nontheless, historic value! And his combat ability with 3 infantry stars is actually not bad either. He's just Lannes without Assault Art. Perhaps the second best quality general in this section, behind the Archduke. 2 more Infantry stars, and he won't be too bad. But I still do not recommend that course of action.
Jackson (Rating: C-) - The 7th US president, has lots of fame and historic value too. Like Washington, he has Economic Master and 5 training stars. Defense Art makes him more sturdy- but Logistics? Seriously? and Business Trainer on an IAP Does not perform well. There is no depth to potential. Historic value for collection...
2. Usefulness when given (WIP)
Secondly, how useful the generals are when they are just provided to you in campaign/conquest. Obviously, princesses won't be included.
Rating system
S - Satisfactory. Generally, generals with Bugle/Strike/Accurate/Leadership with decent stars (4~5) belong here.
A - Average. Usually, generals with good skills but mediocre stars, or generals with bad skills but good stars belong here.
B - Below Average. Not as strong as A-tier, but still have decent abilities.
C - Can't believe you exist. From this point, you will expect to see an exponential increase of generals.
F - Failure. It just exists to add some HP like a meatshield. That's probably it. Contains the worst of the worst generals that don't deserve to belong to even C-tier.
I'll have to be a bit like an Asian parent in the ratings, as most are not very good, expecially out of the box. Note that S-tiers here all belong to A~B tier (even C for some) from the first general rating method, which is what you should ultimately follow for generals in your headquarters.
The standards here are more abstract, due to me unable to think of better marking criteria. There will be a lot more bias going into this, due the unclear criteria.
You can suggest a better criteria, or suggest to move generals' rankings.
By the way, note these:
- I will not rate Fortresses. (because who cares about generals in fortresses)
- Trainer skills would be rated in the F-tier here automatically.
- Same goes for War Master/War Expert/Nobleman.- Banner skills will all be rated C- as there is a slight chance that the general with this skill would come with flags. But also note that Banner can't influence the equipped general's combat ability, only for allied units around.
- Economic Expert is buffed to B-tier, and Economic Master to A-tier, due to us not being able to equip our items on given generals.
- Mass Fire is in A-tier now, same reasoning as above.
- Sailor will be moved from B to B+.
- Geography will be buffed to S-tier, but it won't really be visible. When you see 'freely' at the end of the movement part, it means that the general has Geography. Otherwise, there will be 'maximum' at the end. If there is neither, it's probably Infantry or Navy.
- Stars will be color-coded like skills, for better visibility. 5 star is colored same as S-tier, 4 star as A-tier, 3 star as B-tier, 2 star as C-tier, and 1 star as F-tier. No stars won't even be rated, don't worry.
- Movement hexes also will be color-coded like stars.
- Only main categories will be rated. Other category will also be rated if there is a specifically related skill or moment when the general is on that type of unit exists. However, I will not bother to rate Moreau and Davout from Fire of Revolution... (reason: common sense) But there are some exceptions such as Jervis for Artillery.
- I will not bother to rate Economy if the general doesn't have at least 3 star on Business or have Economy-related skill. No, I don't count Trench/Fence/Disguise/Transport as an economic skill. However, Logistics will be counted.
S-tier
Infantry main
Wellesley
Overall Infantry rating: S+
Combat Ability: Infantry 4 star, Bugle
Defensive Ability: Training 3 star, Leadership
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Economy: Business 4 star, Economic Master
Notes: May not be too satisfactory on your side, because for most campaigns, enemies are overpowered with strong firepower. He will be destroyed quickly. But on the enemy side, Wellesley will be extremely annoying due to your lack of firepower.
Combat Ability: Infantry 4 star, Bugle
Defensive Ability: Training 3 star, Leadership
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Economy: Business 4 star, Economic Master
Notes: May not be too satisfactory on your side, because for most campaigns, enemies are overpowered with strong firepower. He will be destroyed quickly. But on the enemy side, Wellesley will be extremely annoying due to your lack of firepower.
Archduke C.
Overall Infantry rating: S+
Combat Ability: Infantry 5 star, Bugle
Defensive Ability: Training 5 star
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Economy: Business 3 star
Overall Cavalry rating: C+
Combat Ability: Cavalry 1 star, Strike
Defensive Ability: Training 5 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Overall Artillery rating: B
Combat Ability: Artillery 3 star
Defensive Ability: Training 5 star
Movement: 3 hex on Light/Rocket Artillery, 2 hex on Heavy/Siege Artillery maximum.
Notes: A more offensive version of Wellesley with +1 star on Infantry/Movement/Training. He appeared on Heavy Artillery once, but... not very good.
Combat Ability: Infantry 5 star, Bugle
Defensive Ability: Training 5 star
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Economy: Business 3 star
Overall Cavalry rating: C+
Combat Ability: Cavalry 1 star, Strike
Defensive Ability: Training 5 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Overall Artillery rating: B
Combat Ability: Artillery 3 star
Defensive Ability: Training 5 star
Movement: 3 hex on Light/Rocket Artillery, 2 hex on Heavy/Siege Artillery maximum.
Notes: A more offensive version of Wellesley with +1 star on Infantry/Movement/Training. He appeared on Heavy Artillery once, but... not very good.
Lannes
Overall Infantry rating: S
Combat Ability: Infantry 5 star, Assault Art, Mass Fire
Defensive Ability: Training 3 star, Leadership
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry Units.
Overall Cavalry rating: A
Combat Ability: Cavalry 3 star, Assault Art
Defensive Ability: Training 3 star, Leadership
Movement: 3 hex on all other Cavalry Units freely.
Notes: Lannes lacks Bugle/Strike, so his damage will be inconsistent. There will also be huge damage spikes due to Assault Art.
Combat Ability: Infantry 5 star, Assault Art, Mass Fire
Defensive Ability: Training 3 star, Leadership
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry Units.
Overall Cavalry rating: A
Combat Ability: Cavalry 3 star, Assault Art
Defensive Ability: Training 3 star, Leadership
Movement: 3 hex on all other Cavalry Units freely.
Notes: Lannes lacks Bugle/Strike, so his damage will be inconsistent. There will also be huge damage spikes due to Assault Art.
Suvorov
Overall Infantry rating: S
Combat Ability: Infantry 5 star, Bugle, Mass Fire, Formation, Infantry Tactics
Defensive Ability: Training 5 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry Units.
Notes: Pure Infantry general. Strong output and defense, but lacks movement... At least he's on infantry, where one has Geography automatically..
Dobeln
Overall Infantry rating: S-
Combat Ability: Infantry 5 star, Bugle, Mass Fire, Infantry Tactics
Defensive Ability: None
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry Units.
Notes: Another pure Infantry general. Strong output (albeit a little weaker than Suvorov), but lacks defense. Like, a lot. You can often see him suiciding, due to being a glass cannon.
Dearborn
Overall Infantry rating: S-
Combat Ability: Infantry 4 star, Formation, Bugle
Defensive Ability: Training 3 star
Movement: 4 hex on Light Infantry, 3 hex on all other Infantry units.
Overall Cavalry rating: B+
Combat Ability: Cavalry 3 star
Defensive Ability: Training 3 star
Movement: 5 hex on Light Cavalry, 4 hex on all other Cavalry units maximum.
Overall Artillery rating: B
Combat Ability: Artillery 3 star
Defensive Ability: Training 3 star
Movement: 3 hex on all Artillery units maximum.
Economy: Business 3 star, Architecture
Notes: Amazing movement, great combat abilities. Has some economic usefulness too. Fearsome on Infantry, but not so good on Cavalry/Artillery... Still an amazing general when given, thanks to the insane speed. Wherever, whenever.
Combat Ability: Infantry 4 star, Formation, Bugle
Defensive Ability: Training 3 star
Movement: 4 hex on Light Infantry, 3 hex on all other Infantry units.
Overall Cavalry rating: B+
Combat Ability: Cavalry 3 star
Defensive Ability: Training 3 star
Movement: 5 hex on Light Cavalry, 4 hex on all other Cavalry units maximum.
Overall Artillery rating: B
Combat Ability: Artillery 3 star
Defensive Ability: Training 3 star
Movement: 3 hex on all Artillery units maximum.
Economy: Business 3 star, Architecture
Notes: Amazing movement, great combat abilities. Has some economic usefulness too. Fearsome on Infantry, but not so good on Cavalry/Artillery... Still an amazing general when given, thanks to the insane speed. Wherever, whenever.
Cavalry main
Radetzky
Overall Cavalry rating: S+
Combat Ability: Cavalry 4 star, Strike, Surprise
Defensive Ability: Training 4 star, Defense Art
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: Top-tier defense, Near top-tier offense. His potential is lacking compared to princesses, but amongst the given cavalry generals, he is the best.
Combat Ability: Cavalry 4 star, Strike, Surprise
Defensive Ability: Training 4 star, Defense Art
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: Top-tier defense, Near top-tier offense. His potential is lacking compared to princesses, but amongst the given cavalry generals, he is the best.
Dombrowski
Overall Cavalry rating: S+
Combat Ability: Cavalry 4 star, Strike, Surprise
Defensive Ability: Training 3 star, Defense Art
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: A little weaker counterpart of Radetzky, having 1 star less on Training. Otherwise all is the same, and isn't a big difference anyways.
Combat Ability: Cavalry 4 star, Strike, Surprise
Defensive Ability: Training 3 star, Defense Art
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: A little weaker counterpart of Radetzky, having 1 star less on Training. Otherwise all is the same, and isn't a big difference anyways.
Murat
Overall Cavalry rating: S
Combat Ability: Cavalry 5 star, Surprise, Spy, Assault Art
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: I would rate him S+ against forts, but this is general rating so no. He lacks Strike, which saddens me. Also, his training stars lack quite a lot.
Combat Ability: Cavalry 5 star, Surprise, Spy, Assault Art
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: I would rate him S+ against forts, but this is general rating so no. He lacks Strike, which saddens me. Also, his training stars lack quite a lot.
Cotton
Overall Cavalry rating: S
Combat Ability: Cavalry 4 star, Strike, Spy, Sailor
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: Less aggressive Murat with consistent damage.
Combat Ability: Cavalry 4 star, Strike, Spy, Sailor
SSS-tier skills, wow. (Reference is from alliteration. Three skills start with S in their names.)
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: Less aggressive Murat with consistent damage.
Sulkowski
Overall Cavalry rating: S
Combat Ability: Cavalry 4 star, Strike, Spy
Defensive Ability: Training 2 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: I would rate this guy also S+ against forts, but this is general rating so no. His defense lacks, but offense is powerful nontheless.
Combat Ability: Cavalry 4 star, Strike, Spy
Defensive Ability: Training 2 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: I would rate this guy also S+ against forts, but this is general rating so no. His defense lacks, but offense is powerful nontheless.
Artillery main
Moreau
Overall Artillery rating: S
Combat Ability: Artillery 4 star, Accurate, Explosive, Ballistics
Defensive Ability: Training 2 star
Movement: 3 hex on all Artillery units maximum.
Overall Infantry rating: C
Combat Ability: Infantry 4 star
Defensive Ability: Training 3 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Moreau hasn't got the best potential, but he is one of the more powerful generals when given. He shouldn't exist on Infantry, as he's a pure Artillery general based on his skills. I'm looking at you, Easytech, for putting Moreau on triple Guards Infantry in 1798 France.
Combat Ability: Artillery 4 star, Accurate, Explosive, Ballistics
Defensive Ability: Training 2 star
Movement: 3 hex on all Artillery units maximum.
Overall Infantry rating: C
Combat Ability: Infantry 4 star
Defensive Ability: Training 3 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Moreau hasn't got the best potential, but he is one of the more powerful generals when given. He shouldn't exist on Infantry, as he's a pure Artillery general based on his skills. I'm looking at you, Easytech, for putting Moreau on triple Guards Infantry in 1798 France.
Davout
Overall Artillery rating: S-
Combat Ability: Artillery 3 star, Assault Art, Explosive
Defensive Ability: Training 3 star
Movement: 3 hex on Light/Rocket Artillery, 2 hex on Heavy/Siege Artillery freely.
Overall Cavalry rating: A+
Combat Ability: Cavalry 3 star, Assault Art, Surprise
Defensive Ability: Training 3 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car freely.
Economy: Business 3 star
Notes: I was pondering whether to or not to put him in S tier due to the lack of Evasion-Deprival skills, but here he is. I went a little more lenient on him because he is a hybrid, not a specialist. The fact that he has 2 other S-tier skills (Assault Art/Geography) brought him here. When you're unlucky, he deals similar damage to Marmont...
Combat Ability: Artillery 3 star, Assault Art, Explosive
Defensive Ability: Training 3 star
Movement: 3 hex on Light/Rocket Artillery, 2 hex on Heavy/Siege Artillery freely.
Overall Cavalry rating: A+
Combat Ability: Cavalry 3 star, Assault Art, Surprise
Defensive Ability: Training 3 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car freely.
Economy: Business 3 star
Notes: I was pondering whether to or not to put him in S tier due to the lack of Evasion-Deprival skills, but here he is. I went a little more lenient on him because he is a hybrid, not a specialist. The fact that he has 2 other S-tier skills (Assault Art/Geography) brought him here. When you're unlucky, he deals similar damage to Marmont...
Navy main
Nelson
Overall Navy rating: S
Combat Ability: Navy 5 star
Defensive Ability: Training 4 star, Leadership
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Overall Artillery rating: S+
Combat Ability: Artillery 3 star, Accurate
Defensive Ability: Training 4 star, Leadership
Movement: 3 hex on all Artillery units maximum.
Notes: Nelson is a deceiving general, as most players would think that he's the perfect Navy general. When in fact he is not. His Navy Ability is only on S-tier due to Leadership, and otherwise he only have stars, which would put him on A-tier instead. His true values lie on Artillery, as he has same movement as Moreau, but lacks an Artillery star and Explosive. However, that is not a huge difference, and Nelson has Leadership, which amazing on Artillery. This insantly puts him above Moreau when untrainable. However, the catch is that Easytech never puts Nelson in an Artillery, so... yeah. Sadly we don't get to experience it without paying.
Combat Ability: Navy 5 star
Defensive Ability: Training 4 star, Leadership
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Overall Artillery rating: S+
Combat Ability: Artillery 3 star, Accurate
Defensive Ability: Training 4 star, Leadership
Movement: 3 hex on all Artillery units maximum.
Notes: Nelson is a deceiving general, as most players would think that he's the perfect Navy general. When in fact he is not. His Navy Ability is only on S-tier due to Leadership, and otherwise he only have stars, which would put him on A-tier instead. His true values lie on Artillery, as he has same movement as Moreau, but lacks an Artillery star and Explosive. However, that is not a huge difference, and Nelson has Leadership, which amazing on Artillery. This insantly puts him above Moreau when untrainable. However, the catch is that Easytech never puts Nelson in an Artillery, so... yeah. Sadly we don't get to experience it without paying.
Jervis
Overall Navy rating: S+
Combat Ability: Navy 4 star
Defensive Ability: Training 4 star, Leadership, Steersman
Movement: 3 hex on Privateer/Frigate, 2 hex on Battleship/Ironclad.
Overall Artillery rating: A-
Combat Ability: Artillery 3 star, Sailor
Defensive Ability: Training 4 star, Leadership
Movement: 2 hex on all Artillery units maximum.
Economy: Business 4 star, Economic Master
Notes: Jervis is the strongest Navy general out of the box, in my opinion. Nelson? He doesn't have Steerman, which is more valuable than 1 Naval star. Treville has Steerman too, but he lacks defense. 2 less training stars, no Leadership... Jervis is unmatched. I rated his Artillery too because he has Economic Master- which is more like a land-skill because who wants an Economic Master sitting at a port which generates so little resources? Plus he has 3 stars on Artillery. Jervis is powerful at Artillery on AI side due to campaign buff, but perhaps not too much on your side. He can just sit at some lv7 city or lv4 factory, generate income, and defend it.
Combat Ability: Navy 4 star
Defensive Ability: Training 4 star, Leadership, Steersman
Movement: 3 hex on Privateer/Frigate, 2 hex on Battleship/Ironclad.
Overall Artillery rating: A-
Combat Ability: Artillery 3 star, Sailor
Defensive Ability: Training 4 star, Leadership
Movement: 2 hex on all Artillery units maximum.
Economy: Business 4 star, Economic Master
Notes: Jervis is the strongest Navy general out of the box, in my opinion. Nelson? He doesn't have Steerman, which is more valuable than 1 Naval star. Treville has Steerman too, but he lacks defense. 2 less training stars, no Leadership... Jervis is unmatched. I rated his Artillery too because he has Economic Master- which is more like a land-skill because who wants an Economic Master sitting at a port which generates so little resources? Plus he has 3 stars on Artillery. Jervis is powerful at Artillery on AI side due to campaign buff, but perhaps not too much on your side. He can just sit at some lv7 city or lv4 factory, generate income, and defend it.
Treville
Overall Navy rating: S-
Combat Ability: Navy 5 star
Defensive Ability: Training 2 star, Steersman
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Notes: He is pretty strong, but Nelson and Jervis are just better. But if he's given, he'll do his part of the job excellently.
Combat Ability: Navy 5 star
Defensive Ability: Training 2 star, Steersman
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Notes: He is pretty strong, but Nelson and Jervis are just better. But if he's given, he'll do his part of the job excellently.
A-tier
Infantry main
Massena
Overall Infantry rating: A-
Combat Ability: Infantry 4 star, Infantry Tactics
Defensive Ability: Training 5 star, Leadership
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Overall Cavalry rating: A-
Combat Ability: Cavalry 4 star, Surprise
Defensive Ability: Training 5 star, Leadership
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: Just another bad IAP general. Despite his shiny stars, he can't seem to attack well. His defensive capabilities aren't bad, but they are also melted down pretty easily due to his low combat ability.
Combat Ability: Infantry 4 star, Infantry Tactics
Defensive Ability: Training 5 star, Leadership
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Overall Cavalry rating: A-
Combat Ability: Cavalry 4 star, Surprise
Defensive Ability: Training 5 star, Leadership
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: Just another bad IAP general. Despite his shiny stars, he can't seem to attack well. His defensive capabilities aren't bad, but they are also melted down pretty easily due to his low combat ability.
Kutuzov
Overall Infantry rating: A-
Combat Ability: Infantry 4 star, Formation, Siege Master
Defensive Ability: Training 3 star, Defense Art, Fireproof
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Overall Cavalry rating: B
Combat Ability: Cavalry 3 star, Siege Master
Defensive Ability: Training 3 star, Defense Art
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: Not a bad general, has all 4 skills working together for Infantry... But the catch is that these skills aren't very effective, except for Defense Art. Good movement gives him some advantage though. Same A-, but better than Massena.
Combat Ability: Infantry 4 star, Formation, Siege Master
Defensive Ability: Training 3 star, Defense Art, Fireproof
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Overall Cavalry rating: B
Combat Ability: Cavalry 3 star, Siege Master
Defensive Ability: Training 3 star, Defense Art
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: Not a bad general, has all 4 skills working together for Infantry... But the catch is that these skills aren't very effective, except for Defense Art. Good movement gives him some advantage though. Same A-, but better than Massena.
Washington
Overall Infantry rating: A+
Combat Ability: Infantry 3 star, Mass Fire
Defensive Ability: Training 5 star, Leadership
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Economy: Business 5 star, Economic Master
Notes: Good movement, good defense, great economic capabilities. Combat Ability is not the best, but not the worst. His true value lies on economic capabilities, which is perhaps the best of all 200 generals in the game. He's perhaps the most useful one out of this batch.
Combat Ability: Infantry 3 star, Mass Fire
Defensive Ability: Training 5 star, Leadership
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Economy: Business 5 star, Economic Master
Notes: Good movement, good defense, great economic capabilities. Combat Ability is not the best, but not the worst. His true value lies on economic capabilities, which is perhaps the best of all 200 generals in the game. He's perhaps the most useful one out of this batch.
Bagration
Overall Infantry rating: A
Combat Ability: Infantry 4 star, Mass Fire
Defensive Ability: Training 3 star, Defense Art
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: He deals good damage until the end thanks to the combination of Defense Art + Mass Fire.
Combat Ability: Infantry 4 star, Mass Fire
Defensive Ability: Training 3 star, Defense Art
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: He deals good damage until the end thanks to the combination of Defense Art + Mass Fire.
Brock
Overall Infantry rating: A+
Combat Ability: Infantry 4 star, Bugle, Assault Art, Formation
Defensive Ability: Training 4 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Bugle and Assault Art gives pretty good damage, so I'd say this guy is the strongest in this batch when full HP. Pretty sturdy too.
Combat Ability: Infantry 4 star, Bugle, Assault Art, Formation
Defensive Ability: Training 4 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Bugle and Assault Art gives pretty good damage, so I'd say this guy is the strongest in this batch when full HP. Pretty sturdy too.
Soult
Overall Infantry rating: A
Combat Ability: Infantry 4 star, Mass Fire, Formation
Defensive Ability: Training 3 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Overall Artillery rating: A
Combat Ability: Artillery 3 star, Accurate
Defensive Ability: Training 3 star
Movement: 2 hex on all Artillery units maximum.
Notes: His lack of Bugle affects his damage consistency... but nontheless, he has kinda strong output... Perhaps because I always face him as an enemy on like triple guards or double machine gun, which combined with Mass Fire does insane output until the last breath. He gives good output. However, I prefer him on Artillery, because he's actually better on Artillery most of the times...
Combat Ability: Infantry 4 star, Mass Fire, Formation
Defensive Ability: Training 3 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Overall Artillery rating: A
Combat Ability: Artillery 3 star, Accurate
Defensive Ability: Training 3 star
Movement: 2 hex on all Artillery units maximum.
Notes: His lack of Bugle affects his damage consistency... but nontheless, he has kinda strong output... Perhaps because I always face him as an enemy on like triple guards or double machine gun, which combined with Mass Fire does insane output until the last breath. He gives good output. However, I prefer him on Artillery, because he's actually better on Artillery most of the times...
Jackson
Overall Infantry rating: A-
Combat Ability: Infantry 3 star
Defensive Ability: Training 3 star, Defense Art
Movement: 4 hex on Light Infantry, 3 hex on all other Infantry units.
Economy: Business 5 star, Economic Master
Notes: His combat ability is quite terrible, I would have to rate him on B-tier if it weren't for his economic capabilities. His Defense Art could be a lifesaver, and his economic skills can help you greatly when he's given to you. Washington is a superior version of Jackson, but you can use him for combat instead if you have Jackson too.
Combat Ability: Infantry 3 star
Defensive Ability: Training 3 star, Defense Art
Movement: 4 hex on Light Infantry, 3 hex on all other Infantry units.
Economy: Business 5 star, Economic Master
Notes: His combat ability is quite terrible, I would have to rate him on B-tier if it weren't for his economic capabilities. His Defense Art could be a lifesaver, and his economic skills can help you greatly when he's given to you. Washington is a superior version of Jackson, but you can use him for combat instead if you have Jackson too.
Wittgenstein
Overall Infantry rating: A-
Combat Ability: Infantry 5 star
Defensive Ability: Training 2 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Overall Cavalry rating: B
Combat Ability: Cavalry 4 star, Mobility
Defensive Ability: Training 2 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: He's only barely here thanks to his 5-star ability on Infantry. Otherwise, he's just made of shiny stars... like Blucher. Not the best choice... but he will give you great damage sometimes.
Combat Ability: Infantry 5 star
Defensive Ability: Training 2 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Overall Cavalry rating: B
Combat Ability: Cavalry 4 star, Mobility
Defensive Ability: Training 2 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: He's only barely here thanks to his 5-star ability on Infantry. Otherwise, he's just made of shiny stars... like Blucher. Not the best choice... but he will give you great damage sometimes.
Oudinot
Overall Infantry rating: A+
Combat Ability: Infantry 5 star, Bugle, Formation, Infantry Tactics
Defensive Ability: Training 3 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Oudinot is pretty strong and sturdy, I'd say. Great general. Lack of Mass Fire kinda hurts sometimes. But in terms of average damage, he's on par with Brock.
Combat Ability: Infantry 5 star, Bugle, Formation, Infantry Tactics
Defensive Ability: Training 3 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Oudinot is pretty strong and sturdy, I'd say. Great general. Lack of Mass Fire kinda hurts sometimes. But in terms of average damage, he's on par with Brock.
Serurier
Overall Infantry rating: A-
Combat Ability: Infantry 4 star, Bugle, Infantry Tactics
Defensive Ability: Training 1 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Weak version of Oudinot. You won't really see him often though.
Combat Ability: Infantry 4 star, Bugle, Infantry Tactics
Defensive Ability: Training 1 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Weak version of Oudinot. You won't really see him often though.
Cavalry main
Suchet
Overall Cavalry rating: A
Combat Ability: Cavalry 4 star, Spy, Mobility
Defensive Ability: Training 3 star, Fireproof
Movement: 4 hex on all Cavalry units maximum.
Overall Infantry rating: A-
Combat Ability: Infantry 4 star, Spy, Infantry Tactics
Defensive Ability: Training 3 star, Fireproof
Movement: 4 hex on Light Infantry, 3 hex on all other Infantry units.
Economy: Business 3 star
Notes: This guy's stars are too bright and shiny... I admit that could be pretty strong sometimes. The fast movement really shines btw.
Combat Ability: Cavalry 4 star, Spy, Mobility
Defensive Ability: Training 3 star, Fireproof
Movement: 4 hex on all Cavalry units maximum.
Overall Infantry rating: A-
Combat Ability: Infantry 4 star, Spy, Infantry Tactics
Defensive Ability: Training 3 star, Fireproof
Movement: 4 hex on Light Infantry, 3 hex on all other Infantry units.
Economy: Business 3 star
Notes: This guy's stars are too bright and shiny... I admit that could be pretty strong sometimes. The fast movement really shines btw.
Paget
Overall Cavalry rating: A+
Combat Ability: Cavalry 4 star, Strike, Assault Art, Mobility
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 2 star, Economic Expert
Notes: Does pretty consistent damage, has a nice skillset. Pretty average cavalry general.
Combat Ability: Cavalry 4 star, Strike, Assault Art, Mobility
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 2 star, Economic Expert
Notes: Does pretty consistent damage, has a nice skillset. Pretty average cavalry general.
Blucher
Overall Cavalry rating: A-
Combat Ability: Cavalry 5 star, Mobility
Defensive Ability: Training 3 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Overall Infantry rating: B
Combat Ability: Infantry 4 star, Formation
Defensive Ability: Training 3 star
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Economy: Business 3 star
Notes: Like Wittgenstein, he's only here for 5 star. Otherwise, he's pretty bad... but could give decent damage sometimes.
Combat Ability: Cavalry 5 star, Mobility
Defensive Ability: Training 3 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Overall Infantry rating: B
Combat Ability: Infantry 4 star, Formation
Defensive Ability: Training 3 star
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Economy: Business 3 star
Notes: Like Wittgenstein, he's only here for 5 star. Otherwise, he's pretty bad... but could give decent damage sometimes.
Lasalle
Overall Cavalry rating: A+
Combat Ability: Cavalry 5 star, Strike, Surprise, Sailor, Mobility
Defensive Ability: Training 1 star
Movement: 5 hex on Light Cavalry, 4 hex on all other Cavalry units maximum.
Notes: You... uhh... don't ever get to use him. He does appear in Battle of Wagram, but you need like 200 medals to save him. (not worth it) The only other time he appears is as an enemy at SNS campaign Hammer and Anvil. Anyways, he does the best in terms of pure damage.
Combat Ability: Cavalry 5 star, Strike, Surprise, Sailor, Mobility
Defensive Ability: Training 1 star
Movement: 5 hex on Light Cavalry, 4 hex on all other Cavalry units maximum.
Notes: You... uhh... don't ever get to use him. He does appear in Battle of Wagram, but you need like 200 medals to save him. (not worth it) The only other time he appears is as an enemy at SNS campaign Hammer and Anvil. Anyways, he does the best in terms of pure damage.
Poniatowski
Overall Cavalry rating: A-
Combat Ability: Cavalry 3 star, Assault Art
Defensive Ability: Training 3 star, Leadership, Fireproof
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units freely.
Overall Infantry rating: B
Combat Ability: Infantry 3 star, Assault Art
Defensive Ability: Training 3 star, Leadership, Fireproof
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Not as good as they say, but not bad either. I wouldn't use him on infantry. Especially useful for you in bad terrain thanks to Geography.
Combat Ability: Cavalry 3 star, Assault Art
Defensive Ability: Training 3 star, Leadership, Fireproof
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units freely.
Overall Infantry rating: B
Combat Ability: Infantry 3 star, Assault Art
Defensive Ability: Training 3 star, Leadership, Fireproof
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Not as good as they say, but not bad either. I wouldn't use him on infantry. Especially useful for you in bad terrain thanks to Geography.
Ney
Overall Cavalry rating: A
Combat Ability: Cavalry 4 star, Spy, Siege Master, Mobility
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: Pretty useful guy, not so bad against forts and units in cities. He will be useful for you in many IE campaigns. You will tend to find him not very sturdy, though.
Combat Ability: Cavalry 4 star, Spy, Siege Master, Mobility
Defensive Ability: Training 2 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: Pretty useful guy, not so bad against forts and units in cities. He will be useful for you in many IE campaigns. You will tend to find him not very sturdy, though.
Golitsyn
Overall Cavalry rating: A+
Combat Ability: Cavalry 5 star, Strike, Surprise
Defensive Ability: Training 1 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: He's the second strongest in this batch, only next to Lasalle. Lack of training stars could really hurt, but his output is great.
Combat Ability: Cavalry 5 star, Strike, Surprise
Defensive Ability: Training 1 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Notes: He's the second strongest in this batch, only next to Lasalle. Lack of training stars could really hurt, but his output is great.
Raevsky
Overall Cavalry rating: A
Combat Ability: Cavalry 3 star, Surprise
Defensive Ability: Training 2 star, Defense Art
Movement: 4 hex on all Cavalry units maximum.
Notes: He's pretty speedy, and could be sturdy. Lack of Geography and Strike hurts, but he's still good on your side.
Combat Ability: Cavalry 3 star, Surprise
Defensive Ability: Training 2 star, Defense Art
Movement: 4 hex on all Cavalry units maximum.
Notes: He's pretty speedy, and could be sturdy. Lack of Geography and Strike hurts, but he's still good on your side.
Artillery main
Napoleon
Overall Artillery rating: A
Combat Ability: Artillery 5 star, Siege Master
Defensive Ability: Training 3 star
Movement: 3 hex on all Artillery units maximum.
Overall Infantry rating: B-
Combat Ability: Infantry 3 star, Siege Master, Infantry Tactics
Defensive Ability: Training 3 star
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Overall Cavalry rating: C
Combat Ability: Cavalry 3 star, Siege Master
Defensive Ability: Training 3 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: A versatile trash is what I like to call this guy. However, if one is given Napoleon, he can actually function not too badly. He can show good damage sometimes, especially on Artillery. However, it seems that whenever he's given to you in the later scenarios, he seems to be on infantry or cavalry... and whenever you face him as an enemy, he tends to be like 150HP 10Regen and on Heavy Artillery. Overall, he is useful when given, but... yeah.
Combat Ability: Artillery 5 star, Siege Master
Defensive Ability: Training 3 star
Movement: 3 hex on all Artillery units maximum.
Overall Infantry rating: B-
Combat Ability: Infantry 3 star, Siege Master, Infantry Tactics
Defensive Ability: Training 3 star
Movement: 2 hex on Machine Gun, 3 hex on all other Infantry units.
Overall Cavalry rating: C
Combat Ability: Cavalry 3 star, Siege Master
Defensive Ability: Training 3 star
Movement: 4 hex on Light/Heavy Cavalry, 3 hex on Guard Cavalry/Armored Car maximum.
Economy: Business 3 star
Notes: A versatile trash is what I like to call this guy. However, if one is given Napoleon, he can actually function not too badly. He can show good damage sometimes, especially on Artillery. However, it seems that whenever he's given to you in the later scenarios, he seems to be on infantry or cavalry... and whenever you face him as an enemy, he tends to be like 150HP 10Regen and on Heavy Artillery. Overall, he is useful when given, but... yeah.
Grouchy
Overall Artillery rating: A-
Combat Ability: Artillery 4 star, Ballistics
Defensive Ability: Training 3 star
Movement: 3 hex on all Artillery units maximum.
Notes: He's not so bad, but it's pitiful how he's worse than or equal to even Napoleon in all possible fields. Less artillery stars, equal training stars, less movement... Yeah. He still is decent enough to be in A-tier though.
Combat Ability: Artillery 4 star, Ballistics
Defensive Ability: Training 3 star
Movement: 3 hex on all Artillery units maximum.
Notes: He's not so bad, but it's pitiful how he's worse than or equal to even Napoleon in all possible fields. Less artillery stars, equal training stars, less movement... Yeah. He still is decent enough to be in A-tier though.
OΓΉ est Grouchy?!?!?!
Mortier
Overall Artillery rating: A-
Combat Ability: Artillery 4 star, Ballistics
Defensive Ability: Training 1 star
Movement: 2 hex on all Artillery units maximum.
Overall Cavalry rating: C
Combat Ability: Cavalry 2 star, Surprise
Defensive Ability: Training 1 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: Even worse than Grouchy, wow. He barely qualifies to be in A-tier. Still fine when you're given this dude.
Combat Ability: Artillery 4 star, Ballistics
Defensive Ability: Training 1 star
Movement: 2 hex on all Artillery units maximum.
Overall Cavalry rating: C
Combat Ability: Cavalry 2 star, Surprise
Defensive Ability: Training 1 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units maximum.
Notes: Even worse than Grouchy, wow. He barely qualifies to be in A-tier. Still fine when you're given this dude.
Berthier
Overall Artillery rating: A-
Combat Ability: Artillery 4 star
Defensive Ability: Training 3 star
Movement: 2 hex on all Artillery units freely.
Overall Cavalry rating: C
Combat Ability: Cavalry 1 star, Surprise, Strike
Defensive Ability: Training 3 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units freely.
Economy: Business 4 star
Notes: He has some Cavalry potential, but he's not very good out of the box on Cavalry... and his stars are on Artillery for some reason I do not understand. Not that bad on Artillery, thanks to the shining stars... but I don't think you even get to use Berthier given on your side. Correct me if I'm wrong.
Combat Ability: Artillery 4 star
Defensive Ability: Training 3 star
Movement: 2 hex on all Artillery units freely.
Overall Cavalry rating: C
Combat Ability: Cavalry 1 star, Surprise, Strike
Defensive Ability: Training 3 star
Movement: 4 hex on Light Cavalry, 3 hex on all other Cavalry units freely.
Economy: Business 4 star
Notes: He has some Cavalry potential, but he's not very good out of the box on Cavalry... and his stars are on Artillery for some reason I do not understand. Not that bad on Artillery, thanks to the shining stars... but I don't think you even get to use Berthier given on your side. Correct me if I'm wrong.
Scharnhorst
Overall Artillery rating: A+
Combat Ability: Artillery 4 star, Accurate
Defensive Ability: Training 3 star
Movement: 3 hex on Light/Rocket Artillery, 2 hex on Heavy/Siege Artillery maximum.
Notes: This guy is the best Artillery general out of the box in this tier. He's always given on double heavy artillery (at least when you get to use him), making him deal powerful blows. (Correct me if I'm wrong)
Combat Ability: Artillery 4 star, Accurate
Defensive Ability: Training 3 star
Movement: 3 hex on Light/Rocket Artillery, 2 hex on Heavy/Siege Artillery maximum.
Notes: This guy is the best Artillery general out of the box in this tier. He's always given on double heavy artillery (at least when you get to use him), making him deal powerful blows. (Correct me if I'm wrong)
Drummond
Overall Artillery rating: A
Combat Ability: Artillery 4 star, Spy, Ballistics
Defensive Ability: None
Movement: 2 hex on all Artillery units maximum.
Economy: Business 3 star
Notes: Not bad at cracking forts. Actually a decent general.
Combat Ability: Artillery 4 star, Spy, Ballistics
Defensive Ability: None
Movement: 2 hex on all Artillery units maximum.
Economy: Business 3 star
Notes: Not bad at cracking forts. Actually a decent general.
Yermolov
Overall Artillery rating: A
Combat Ability: Artillery 4 star, Accurate
Defensive Ability: None
Movement: 2 hex on all Artillery units maximum.
Overall Infantry rating: B
Combat Ability: Infantry 3 star, Formation
Defensive Ability: None
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Deals about the same damage as Scharnhorst. Lack of defense ability and less movement makes him a little inferior.
Combat Ability: Artillery 4 star, Accurate
Defensive Ability: None
Movement: 2 hex on all Artillery units maximum.
Overall Infantry rating: B
Combat Ability: Infantry 3 star, Formation
Defensive Ability: None
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Deals about the same damage as Scharnhorst. Lack of defense ability and less movement makes him a little inferior.
Navy main
Sidney
Overall Navy rating: A+
Combat Ability: Navy 4 star
Defensive Ability: Training 2 star, Steersman
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Overall Infantry rating: B-
Combat Ability: Infantry 3 star, Sailor
Defensive Ability: Training 2 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Very good for a casual tier 2 general, though it's for navy, which is not the main mission. He is greatly helpful when given though. On infantry... he's not that good... but still usable.
Combat Ability: Navy 4 star
Defensive Ability: Training 2 star, Steersman
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Overall Infantry rating: B-
Combat Ability: Infantry 3 star, Sailor
Defensive Ability: Training 2 star
Movement: 3 hex on Light Infantry, 2 hex on all other Infantry units.
Notes: Very good for a casual tier 2 general, though it's for navy, which is not the main mission. He is greatly helpful when given though. On infantry... he's not that good... but still usable.
Collingwood
Overall Navy rating: A
Combat Ability: Navy 4 star
Defensive Ability: Training 2 star, Fireproof
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Overall Artillery rating: B+
Combat Ability: Artillery 4 star, Ballistics
Defensive Ability: Training 2 star, Fireproof
Movement: 2 hex on all Artillery units maximum.
Notes: Weaker than Sidney, but still a decent admiral. Also has some artillery capabilities.
Combat Ability: Navy 4 star
Defensive Ability: Training 2 star, Fireproof
Movement: 4 hex on Privateer/Frigate, 3 hex on Battleship/Ironclad.
Overall Artillery rating: B+
Combat Ability: Artillery 4 star, Ballistics
Defensive Ability: Training 2 star, Fireproof
Movement: 2 hex on all Artillery units maximum.
Notes: Weaker than Sidney, but still a decent admiral. Also has some artillery capabilities.
B-tier (WIP)
Infantry main
Barclay
AlexanderI
Tormasov
Bernadotte
Jourdan
Beresford
Yorck
WilhelmIII
Pasha
Eugene
Picton
Kosciuszko
Joubert
Cornplanter
Lefebvre
Kleist
Sacken
Nenadovic
Rowland
Hull
Blasius
Arnold
Cavalry main
Desaix
Bennigsen
Macdonald
Savary
Merveldt
JohannI
Exelmans
Klenau
Gouvion
Augereau
Dumouriez
Junot
Artillery main
L.Bonaparte
Prevost
Sokolnicki
Marmont
Kutaisov
Carteaux
Navy main
Gravina
Verhuell
Hood
Duckworth
Calder
Strachan
Ushakov
Chichagov
Brueys
C-tier
Infantry main
Clinton
Bulow
J.Bonaparte
Cornwallis
FerdinandVII
SelimIII
Fontanelli
Eugen
Claude
Archduke.J
Wurmser
Deroy
Buxhoeveden
Baggovut
Chasse
Ballesteros
Frederick
Galvez
Joyes
Weyrother
Wrede
Andrade
Zakrevsky
Ferdinand
Latour
Lusignan
Cavalry main
Palafox
Perignon
Leiberich
Clausewitz
Platov
Nansouty
Gerard
L'Estocq
Diez
Kozietulski
Balabio
Bubna
Melas
Godebski
Charles
Quosdanovih
Mirza
Saltykov
Kienmayer
Artillery main
Drouot
Graham
Gazan
Navy main
Villeneuve
Bruix
Mehemet.A
Qajar
Cronstedt
Cisneros
Hopkins
Fischer
Huarte
Elphinstone
Falsen
F-tier
Infantry main
Abercromby
Zebulon
Schwerin
AugustI
Kruse
AmadeoIII
Murad
HeinrichXV
Bylandt
Wurmb
Alten
Davidovich
Greene
Lechi
Arrighi
Jerome
Nunziante
Reding
Dornberg
Emil
Franquemont
PiusVII
FerdinandoI
Karamanli
Kahia
Slimane
Caradja
Mourousis
Dobrnjac
Silveira
Cavalry main
Miloradovih
Vecsey
Georg
Rosenberg
Hotze
Ricardos
Konopka
Vandamme
Bachmann
Agha
Artillery main
Mercer
Milinovic
Kollowrat
Howe
Navy main
Senyavin
Cosmao
Bouvet
Janssens