Ground operations play an integral part in Ultimate Admiral: Age of Sail. While control of the sea is vital, no war can be won while the enemy holds ground. To simulate this, Ultimate Admiral includes a variety of units and formations with which to wage a war on land.
A militia is generally an army of non-professional soldiers, citizens of a nation, or subjects of a state, who can be called upon for military service during a time of need, as opposed to a professional force of regular, full-time military personnel.
Generally unable to hold ground against regular forces, it is common for militias to be used to aid regular troops by skirmishing, holding fortifications, or conducting irregular warfare, instead of being used in offensive campaigns by themselves.
The primary infantry formation for national armies of the era, consisting of well-trained, well-equipped, and highly professional soldiers. Line infantry form the bulk of units participating in large-scale ground operations.
Line infantry has one important ability - the ability to create a scout unit. Scouts are useful in reconnoitering areas as well in flanking enemy positions. Line infantry can also be combined into larger units, which is useful if you need several units to punch a hole through enemy lines.
You can form your own infantry units at the port. To do this, it will be necessary to prepare transports, hire officers and soldiers, and purchase equipment.
In battles, you will also be able to assume command of third-party infantry formations allied to you.
Marines and sailors
Each ship has a crew according to that ship’s capacity. You can increase or decrease crew size by manipulating the loadout of the ship. If necessary, this crew can be landed to take part in land battles.
Sailors are not well-suited to ground operations, but they are fully capable of supporting larger formations.
Marines are elite units. They are universal soldiers acting on the sea and on the land.
Elite ground units, Skirmishers have much better stats/characteristics than line infantry and are effective in any kind of ground operation. However, they are few in number and expensive to recruit and maintain.
Skirmishers are not as effective at supporting large formations as other units.
Used to protect the coastline from seaborne assaults. It is very effective against ships, but are unable to bring their cannons to bear against attacks from the ground. This is because the batteries used in coastal artillery are not able to rotate more than a few degrees. But do not expect that coastal artillery will make easy targets. The batteries well guarded and the crew of the guns is ready to fight to the death.
Field artillery and mortars
Equally effective against ships and ground units. Unlike coastal artillery, the effectiveness of firing at ships is lower. But field artillery easily changes position and is able to rotate towards targets easily.
Batteries have two types of ammunition - a canister and a round (solid ball). The canister has a devastating effect at close range. The balls are used for shooting at distance, although efficiency suffers.
The main effect, in this case, is to reduce the morale of the enemy under fire. If the enemy reaches the battery’s position, the gun crew can engage in hand-to-hand combat to protect themselves.
The amount of ammunition and charges for ground units is limited. If a unit spends all its ammo, it will either lose its effectiveness or in the case of artillery, be completely unable to fire.
There are two options to supply and re-supply units. The first is stationary warehouses, which are located on the map.
Such a warehouse must be captured in order to start receiving ammunition from it.
The second option is to make use of mobile supply wagons. This type of supply is guarded and in order to capture it, you must first deal with the accompanying soldiers.
If captured, it is necessary to allocate your own manpower for the protection and control of the wagon train.