Total War Wiki
Advertisement

Below is a list of abilities in Napoleon: Total War.

Infantry Abilities[]

Line Infantry Abilities[]

Fire and Advance

Fire and Advance causes a regiment of infantry to spread out, steadily advancing on the enemy and firing until all ranks have fired once. After this, they retreat back to their original positions. Fire and Advance drastically reduces the range of a unit, so it can make them less effective unless they are nearly about to enter a melee anyway.

Fire and Advance must be researched before it can be used; however, it is available immediately for research and the research time is short. Both Austria and Prussia begin the Europe Campaign with Fire and Advance already researched.

For more information, see Fire and Advance (Napoleon: Total War).

Square Formation

When ordered to form a square formation, infantry enter a defensive square. This greatly increases their ability to fend off cavalry, and slightly boosts their morale. Their range also increases slightly, but their overall firepower in any one direction is greatly reduced. In addition, they become more bunched up and therefore more susceptible to artillery and infantry fire. 

Infantry in square formation cannot move, and can only move when ordered out of the square formation. Square formation takes a small amount of time to form and un-form; the more thinly-spread a regiment is, the more slowly it switches to and from square formation. Infantry that are already engaged in melee combat cannot form square formation.

For more information, see Square Formation.

Grenadier Abilities[]

Grenadiers may also use Fire and Advance as well as Square Formation.

Grenades

Grenadiers can throw grenades, short-ranged explosives. While their killing power isn't great, grenadiers can be ordered to repeatedly throw grenades quickly. Grenades only have a range of 35, so grenadiers are most effective when they can close this distance without suffering too many casualties first.

Unlike regular musket ammunition, grenadiers can never run out of grenades. Grenades do not explode if they are thrown into rivers, but still explode in rainy weather.

For more information, see Grenadiers (Unit Type).

Light Infantry Abilities[]

Light Infantry Tactics

Light Infantry may enter light infantry formation on command, spreading out and kneeling. This reduces their profile, lowering casualties they take from gunfire and artillery. This also guarantees that all units within the regiment fire their muskets, maximizing their firepower. Without light infantry tactics activated, the third and some of the second rank of troops don't fire. 

In some circumstances, light infantry gradually lose stamina over time while in light infantry behavior, so it is best used when they are close to enemy units only.

Skirmisher Abilities[]

Skirmishers may also utilize light infantry formation, functioning identically to light infantry in this regard.

Cavalry Abilities[]

Light, Medium, Heavy, and Lancer Cavalry[]

Wedge Formation

Most cavalry can use Wedge Formation, which changes the formation of a cavalry unit from a rectangle to a forward-facing triangle. This allows cavalry to better-penetrate enemy lines, but decreases the lethality of their charge.

For more information, see Wedge Formation.

Diamond Formation

Most cavalry can use Diamond Formation, changing the formation of a cavalry unit from a rectangle to a side-facing diamond. Diamond formation replaces wedge formation once it is researched. This increases the responsiveness with which a cavalry unit can turn, but decreases the lethality of its charge.

For more information, see Diamond Formation (Napoleon: Total War).

Mounted Infantry[]

Mounting/Dismounting

Mounted Infantry may dismount. In most cases, this allows them to fire their carbines and scale walls. Dismounted soldiers are also much more resistant to musket and artillery fire. However, this is at great cost to their mobility and melee capabilities. Mounted Infantry are greatly inferior to standard line infantry when dismounted, having far fewer men per regiment, as well as poorer accuracy and reloading skills.

Certain mounted infantry, such as Mounted Rifles, Mounted Jagers, and Mounted Nizam-I Cedit, do not need to dismount to fire.

Wedge Formation

A few types of mounted infantry can utilize wedge formation.

Diamond Formation

A few types of mounted infantry can utilize diamond formation.

Generals[]

Rally

Generals can rally units within his area of influence, making their morale temporarily unbreakable. Rally can also be used to cause broken units to stabilize and return to the fight, though it does nothing for shattered units. The ability can be used 2 times per battle.

Inspire Unit

Generals can inspire a unit within his area of influence, temporarily granting it +10 accuracy and +2 melee bonus for a small amount of time. Generals can inspire units twice per battle, though there is a significant cooldown between each use. Mass Mobilisation must be researched to unlock Inspire Unit.

Artillery Abilities[]

Cannon Artillery[]

Barrage

Barrage increases the reloading speed of its users by a maximum of 60 for a short period of time. Considering that most cannons have a reloading speed of about 30, this is a dramatic increase. Barrage is unlocked after researching the Grand Battery technology. Barrage can be used three times per battle, and it has a long cooldown between each use. Barrage is best used when foes are close by, so that artillery can maximize the output of deadly Canister Shot.

Barrage cannot increase a cannon regiment's reloading speed to a rate that's greater than 99; this means that certain units with innately high reloading skills, particularly French artillery or artillery with many chevrons of experience, do not gain the full benefits of this skill.

Howitzer Artillery[]

Increased Accuracy

Available to some (but not all) howitzer artillery, Increased Accuracy improves accuracy of its users by a maximum of 40 for a short period of time. This makes most artillery nearly pinpoint accurate. Increased Accuracy is unlocked after researching the Standardised Artillery technology, and may be used three times per battle. It has a long cooldown between each use. 

Increased accuracy cannot increase a howitzer regiment's reloading speed to a rate that's greater than 99; this means that certain units with innately high reloading skills, particularly French artillery or artillery with many chevrons of experience, do not gain the full benefits of this skill.

Passive Abilities[]

Resistant to morale shocks

Most, but not all, line infantry are resistant to morale shocks. All grenadiers are resistant to morale shocks. Units resistant to morale shocks are less likely to break when suddenly dealt morale penalties, such as being charged from the rear or flanks.

Can Guard

Available to militia, grenadiers, light infantry, and line infantry. Units that can guard can be assigned to an area in a manner so that they do not pursue their enemies automatically.

Can hide in woodland

Available to militia, grenadiers, light infantry, and line infantry. Units that can hide in woodland become invisible to enemy players if stationary in forests.

Grappling Hooks

Available to militia, grenadiers, light infantry, and line infantry. Units with grappling hooks can climb walls during siege battles. Units without grappling hooks can only enter forts if sections of the walls are destroyed or if gates are captured.

Chevaux de Frise

Available to militia, grenadiers, and line infantry. Chevaux de Frise are anti-cavalry fortifications that can be placed by units that have been stationary on the world map for two turns or longer.

Earthworks

Available to militia and line infantry. Earthworks are fortifications that can be placed by units that have been stationary on the world map for two turns or longer. They provide cover for units from artillery and small arms fire.

Socket Bayonet

Available to almost all line infantry and grenadiers. Units with this ability have bayonets equipped on their rifles or muskets, making them better at melee combat.

Paths Seldom Trod

Units with this ability are less likely to be seen on the world map by other factions, allowing them to better set up ambushes.

Resistant to cold fatigue

Available to all Russian units, making them tire less quickly on snowy maps.

Resistant to heat fatigue

Available to almost all Ottoman units, making them tire less quickly on desert maps.

Guerrilla Warfare

Available only to guerrilla units, this ability allows units to deploy outside of the deployment zone.

Can hide in light scrub

Available to militia and grenadiers.

Garrison policing bonus

Available to militia.

Advertisement