Cossacks 3

Cossacks 3

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Poland Faction Guide
By PirateMike
A guide to the nation of Poland covering their bonuses, unique units, and overall playstyle with a bit of history on the side!
   
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Introduction

Royal standard of the Polish-Lithuanian Commonwealth during the reign of King Sigismund III Vasa (r. 1587-1632). The central crest features the king’s coat of arms overlaying the Commonwealth’s arms which displays both the white eagle of Poland and the mounted pursuer of Lithuania.

Availability: Base game
Focus: Early/Balanced, Rush, 17th century infantry & cavalry
Playstyle: European


Poland (more properly Poland-Lithuania) is an early-game wrecking ball, up there with Turkey, Algeria, and Scotland as one of the best rushing nations in all of Cossacks. Their combination of cheap, spammable infantry and effective cavalry–including the legendary Winged Hussar–allows them to quickly build very formidable 17th century armies. Starting near a competent Polish player in a game with little to no peacetime often leads to an early defeat as few nations can stand up to them at game start.

As time goes on, however, Poland’s strength starts to decline. While they get the same strong 18th century troops as other European nations, their unique units don’t scale as well into the late game as their normal counterparts, making their late-game armies the weakest of any European country. This is why Poland needs to be aggressive early on–it’s your window of superiority before you run out of steam later.

If you like rushing, unique rosters, or just want to ride your enemies down while blasting Sabaton, Poland is a great nation for you.

EDIT 4/19/24: Fixed up some poor grammar and added a warning about Hakkapeliitta in the Winged Hussar section.
Features
+ Cheap Academies
+ Polish Pikeman–cheap and trains quickly, but unarmored
+ Polish Musketeer–trains and fires quickly, but low range and damage
+ Winged Hussar–powerful armored fast cavalry that trains very slowly
+ Pospolite ruszenie–cheap, spammable early Dragoon
+ 18c. Musketeer
+ Balloon to reveal the map
~ 18th century upgrade costs 200 less gold but 200 more coal and iron
~ Light Reiter–weak, fast-training swarm cavalry
- No native armored infantry for late-game bullet sponge duties
- Armies are generally population-inefficient, especially in the late game


Poland’s buildings and tech tree are fairly standard European fare. Their only meaningful bonus is their cheaper Academies. This is admittedly nice as it lets you build one a bit sooner, speeding up your early game and ensuring your plans run smoother. The real source of Polish strength, however, is in their roster: Virtually every 17th century infantry and cavalry unit (besides Officers and Drummers) is unique, and all of them are geared towards the early game.

Of those five unique units, four of them take a quantity over quality approach, allowing you to quickly raise large early armies. The sole exception is the Winged Hussar–powerful armored fast cavalry that, when properly microed, can wreak absolute havoc. This is all in stark contrast to Poland’s 18th century units, which are totally generic.

All this is to say that Poland isn’t all that difficult to play; just different. New players might be a bit confused by their unique units, but with a little practice they’ll manage just fine.



Polish Pikeman (17th century)

Base stats:

Full upgrades:

Cost: 25 food, 1 gold
Training time: 3 seconds

+ Very low cost
+ Very fast training time
+ Good melee stats for the price
+ Cheap upgrades
+ Great for early-game rushing
- Unarmored
- Makes for a weak, population-inefficient bullet sponge in the mid and late game


Polish Pikemen are among the best rushing units in the game. Their decent stats, low cost, and very fast training time combine to create a unit that excels early in low-peacetime matches, but their lack of bullet armor makes them ill-equipped to face the massed musket fire that rules the late game.

Stat-wise, Polish Pikemen are essentially cheaper, fast-training, unarmored versions of standard 17c. Pikemen. Their attack and HP are the same and their melee-arrow protection are higher until other countries research the armor techs. Their lack of bullet armor makes them very weak to musket fire (more on that later), but their 3-second training time is very good for a unit with their statline. For reference, for every 108 Pikemen a normal faction can make, Poland can churn out 160, giving them a big advantage in early pike fights.

In games with less than 15 minutes of peacetime, Polish Pikemen are very powerful. Their combination of low cost, quick production time, and stats nearly on par with a 17c. Pikeman’s makes them powerful combatants, able to easily overwhelm even other strong early-game units.


One-sided stomp: 160 fully upgraded Polish Pikemen vs 120 Covenanter Pikemen, reflecting the difference in training time. The Poles do even better with fewer upgrades.

In fact, in tests with equal upgrades and training time, Polish Pikemen comfortably beat the majority of early melee troops. Whether it was Spanish Coseletes, Scottish Covenanters, or Ottoman Pikemen (even if the Turks have three Barracks to the Poles’ two), Polish Pikemen trounced them all. Only Islamic Light Infantry, Russian Spearmen with four Barracks (giving them 175 men), and Portuguese Pikemen with full Barracks and armor upgrades were able to stand against them, and in Portugal’s case it was still a tossup which side won.


Slaughtering Savoyards: Polish Pikemen and mercs rushing a Piedmontese base before the 10-minute mark.

As the game goes on, however, Polish Pikemen gradually become much worse. The role of melee infantry in the late and (to a lesser extent) mid-game is to soak up bullets and keep the enemy away from their own side’s Musketeers. Here the Polish Pikeman’s lack of armor comes back to bite him as he can only take 4 shots from a standard Musketeer. Given that normal 17c. Pikemen take 6 shots to down and Mercenary Roundshiers take 5, that’s really bad. Here’s a more in-depth breakdown:

Shots to kill (full upgrades)
Damage:
16
20
22
25
30
35
40
46
51
56
Polish Pikeman
6
5
5
4
3
3
3
2
2
2
Merc. Roundshier
10
7
6
5
4
3
3
2
2
2
17c. Pikeman
12
8
7
6
5
4
3
3
3
2
Light Reiter
12
10
9
8
7
6
5
5
4
4
Winged Hussar
33
21
18
15
11
9
8
7
6
5
Reiter
50
30
25
20
15
12
10
9
8
7
Cuirassier
150
50
38
28
19
15
12
10
9
8

(Note the Light Reiter and Winged Hussar’s inclusion; more on them later.)

In fairness, Polish Pikemen train faster than normal ones, meaning even though they’re individually made of paper, they can still form an adequate bullet sponge through sheer numbers:

Polish Pike: 2 Barracks * 240 seconds = 160 men = 640 shots to kill
17c. Pike: 2 Barracks * 240 seconds = 108 men = 648 shots to kill

Of course, those 160 Poles take up a lot more population space, leaving Poland with less room in their army for stronger units like Musketeers and cavalry. Once housing becomes prohibitively expensive, you could wind up with an army that has too many Pikemen and too few of the units you need to win.

Still, Polish Pikemen are so strong early on that it’s hard for me not to consider them a great unit and a valuable asset for Polish players. Just make sure to kill your enemies quickly when you use them.





Polish Musketeer (17th century)

Base stats:

Full upgrades:

Cost: 40 food, 3 gold, 3 iron
Training time: 4.5 seconds
Range: 13.13
Reload speed: 3.13 seconds max: 1.53 seconds min.

+ Low cost
+ Quick training time for an early Musketeer
+ Extremely fast reload rate
- No melee attack
- Very short range
- Low damage
- Weak melee/arrow protection


The Polish Musketeer is a unit of extremes. His cheap cost, relatively fast training time, and near-unmatched reload rate are offset by his very short range, low damage, and weaker melee/arrow protection. They’re still good units in the early and mid game, but their usefulness declines even more than other early Musketeers’ as time passes.

Let's go over those stats in more depth: With full upgrades, Polish Musketeers take only 1.53 seconds to reload, which is 0.67 second faster than normal Musketeers. Only Hungary's Hajduks can match this pace, and it allows the Poles to pump out volleys very quickly in battle. This gets even better when you account for their fast training time: At 4.5 seconds, they produce as quickly as 17c. Pikemen, allowing Polish players to crank out 108 Musketeers in the same time that normal nations can only make 80. Combine the number of troops with the high rate of fire, and you have a force that can spam bodies and bullets like few others in the early game. (They also cost a bit less, but this is mostly to offset their faster production rate.)

Nothing good comes free, however, and Polish Musketeers have two serious drawbacks; their 20 damage and 13.13 range. These stats are both bottom of the barrel—the lowest of any non-mercenary Musketeer in the game (or in the case of their range, of any Musketeer period). Not only does this mean that every shot deals a mere four-fifths of the damage that a normal Musketeer's would, but it also practically guarantees that the enemy will start shooting first.


108 fully-upgraded Polish Musketeers vs 64 Spanish Musketeers, reflecting the difference in training time. This test also favored the Spanish since it assumed their controller had researched their expensive armor upgrades (meaning the Poles were only dealing 11 damage per shot).

This strange mix of extreme strengths and weaknesses holds Polish Musketeers back from being one of the truly great early-game shooters out there, but they still perform comfortably above average. In straight shootouts, they consistently outperformed Austrian, 17c., and Spanish Musketeers and traded wins back and forth with the aforementioned Hajduks. They fared poorly against stronger early Musketeers like Serdiuks, Janissaries, and Dutch Musketeers as well as Russian Strelets and, surprisingly, fully-upgraded Scottish Musketeers, whose combination of long range and high HP was enough to earn them a rare victory.

Like most early Musketeers, Polish ones are your go-to infantry for games with peacetimes of 15+ minutes. They don't dominate other Musketeers the same way your Pikemen lord over other melee units, but they're still good troops, especially when combined with your Winged Hussars who are the real stars of the show.


Punishing Protestants: Polish Musketeers, mercs, and Winged Hussars storm a Danish town in the early game. In most factions' early armies, the Musketeers are your main killing force while the cavalry plays a supporting role, but Poland isn't like most factions.

The only real concern with Polish Musketeers in the early and mid game is that you’ll need to build a few extra houses to accommodate their higher numbers, plus monitor your coal and iron since you'll use it up faster (more muskets + rapid firing = greater resource demand), but that’s a small price to pay if it wins you a crucial fight. Upgrade their attack and rate of fire before the peacetime ends (just like with other Musketeers) and they’ll serve you well.

Like their country’s other unique units, Polish Musketeers become worse as the game goes on. As the average range of other Musketeers increases, the Poles can find it increasingly difficult to get in range without dying, while their low damage means they take longer to kill bulkier 18th century units. Be extra careful to screen them with melee units or they’ll be mowed down before they can get a shot off.


Winged Hussar (17th century)

Base stats:

Full upgrades:

Cost: 130 food, 30 gold, 25 iron
Training time: 26 seconds max: 17.33 seconds min.

+ Powerful armored fast cavalry
+ Great in the early-to-mid game with good micro
+ Cheap upgrades
+ Benefits from armor techs at the Blacksmith and Academy
+ Population efficient
- Extremely slow training time
- Low HP for heavy cavalry
- High gold and iron cost
- Can be overwhelmed by Musketeers and other fast cavalry in the 18th century


The Winged Hussar is truly unique; a heavy cavalry unit that’s also fast cavalry. This works out very well for them, as the combination of a normal Hussar’s speed with a Reiter’s armor and cheap upgrades allows Winged Hussars to dominate in the early-to-mid game before their abysmal training time and the rise of 18th century armies combine to render them obsolescent (not obsolete, though; they’re too good to ever be that).

At first glance. Winged Hussars don’t look that strong compared to other heavy cavalry. In particular, their relatively low HP (225 vs a Reiter’s 300) and atrocious training time (17.33 seconds vs 16) make them both far less durable and slower to amass or replace. If you lose a large group of Winged Hussars, it’ll take forever to retrain them, even with lots of Stables. So why does this unit get so much hype?

There are three factors that make Winged Hussars so good. The first is their relatively cheap upgrades. Unlike other fast cavalry who require lots of gold to buff up, Winged Hussars use Reiter prices for their Stable techs, allowing them to quickly achieve a big upgrade advantage over other units that could catch them.

The second factor is that, once opposing fast cavalry do catch up in tech, Winged Hussars are still one of the strongest fast cavalry of the 17th century.


42 fully upgraded Winged Hussars vs 51 Hungarian Hussars, reflecting the difference in training time between the two units. Tests with the Hungarians were close, but the Poles still won ten out of fourteen times.

With equal upgrades and training time, only Ukrainian Sich Cossacks can reliably beat them. Hungarian Hussars can challenge them, but usually come up short in a head-on clash. Other early fast cavalry like Austrian Croats or Scottish Raiders couldn’t hold a candle to Winged Hussars, further cementing their early-game dominance.

(EDIT: Do watch out for Swedish Hakkapeliitta, however: They deal pike damage which bypasses your Winged Hussars' higher sword armor and can easily cripple or even beat them in a head-on engagement, which could be a cost-effective trade for the Swedish player.)

Of course, Winged Hussars lose to other heavy cavalry in head-on fights (unsurprising given their lower HP and slower training time), but now we come to the final factor that makes Winged Hussars so good; their speed. Rather than being a blunt hammer like other heavy cavalry, Winged Hussars are a swift thrusting sword that strikes at foes they can beat and avoids ones they can’t–same as other fast cavalry, but with a power that few other early fast cavalry can match.

With careful micro, Winged Hussars can dance around the map being a deadly nuisance, seemingly everywhere at once until the time comes for a decisive charge. Within minutes, a band of Winged Hussars can pick off isolated foes, harass the enemy’s supply lines, dodge stronger heavy cavalry sent after them, reinforce an ally across the map, and still run back in time to sweep around the flank and divebomb the foe’s Musketeers while their melee troops are busy with your infantry.


Subordinating the Cossacks: A 15-minute peacetime Polish army after wiping out a Ukrainian force. Note the kills on the Winged Hussars and how they’re already close to fully upgraded.

It’s actually hard to capture how effective Winged Hussars can be with words and images alone. See video 3 under Tutorials & Example Games for a great demonstration of what they can do and how to use them.

Once the 18th century rolls around, things start to change. Upgraded 18c. Musketeers and Hussars can inflict serious damage on Winged Hussars, who lack the tankiness of other heavy cavalry and can’t quickly replace casualties. It doesn’t help that both units beat Winged Hussars with equal upgrades and training time.


42 fully-upgraded Winged Hussars vs 72 normal Hussars. Tests against other 18th century fast cavalry plus Ukrainian Sich Cossacks produced similar results.

It’ll take a while, especially if you’ve been able to avoid early losses through good micro, but eventually your Winged Hussars won’t be able to keep up with the mass-casualties of late-game battles. Once they lose their early numerical lead, their effectiveness declines dramatically. It doesn’t help that in the late game your infantry will almost certainly need cavalry support against a comparable army from a generic European nation, so keeping your Winged Hussars safely away from the enemy’s main force may not be an option.

Despite these shortcomings, Winged Hussars are still an awesome unit, capable of smashing unprepared armies and weaving a deadly dance around the battlefield in the early-to-mid game. They’re so good, in fact, that it’s tempting to just always make Winged Hussars and ignore Poland’s two other early cavalry units, but let's take a fair look at them before we make that call.


Not outdated just yet! Winged Hussars plow into a Scottish force as Polish infantry fire from behind a ruined Saxon Barracks. Even in the late game, a large force of Winged Hussars packs a serious punch. Just try not to lose them!


Light Reiter (17th century)

Base stats:

Full upgrades:

Cost: 60 food, 5 gold, 2 iron
Training time: 8.25 seconds max: 5.5 seconds min.

+ Fastest-training non-mercenary cavalry in the game
+ Low cost
+ Can overwhelm early enemies or quickly pad/replenish your force
~ Deals sword damage
- Low stats for melee cavalry
- No bullet armor
- Expensive upgrades
- Population-inefficient
- Does very poorly against heavy cavalry or massed musket fire


Light Reiters are essentially the Light Infantry of cavalry; cheap, weak, fast-training units who overwhelm opponents through sheer numbers. However, their expensive upgrades combined with their poor performance against heavy horsemen and lack of bullet armor for the late game make Light Reiters a tough sell, especially compared to your other cavalry options.

On the plus side, Light Reiters can be used to quickly add some extra HP to your force. If your enemy’s at the gates and you just need more bodies to throw at them, Light Reiters can do the job. They can even be a significant threat early on if fielded in large numbers.


Swarm the heretics! Light Reiters and Roundshiers engage an English force from the front, allowing their accompanying Musketeers to blaze away from the rear.

The downsides are that Light Reiters are costly to upgrade–moreso than Winged Hussars or Pospolites–and scale poorly into the late game due to their lack of bullet armor. Their sword-type damage can also be an issue as although it lets them chop through palisade walls, it makes them weak to enemies with high sword armor, of which there are many.

They also perform poorly compared to other melee cavalry, especially as both sides add upgrades. Heavy cavalry can destroy Light Reiters while laughing off their attacks and even other swarm cavalry like Register Cossacks and Light Sipahis will smash their faces in. Only Algerian Mamelukes and Scottish Lancers proved consistently vulnerable to their blades.


131 fully-upgraded Light Reiters vs 45 normal Reiters. This is why you don’t see many people using Light Reiters. (Also, look at the normal Reiter’s high sword armor and you’ll understand why sword damage isn’t good against heavy cavalry.)

Finally, there’s the issue of population efficiency. Light Reiters need to be fielded en masse to be effective which, combined with your similarly inefficient infantry, can put a serious strain on your population space. In the late game especially, you could easily wind up with an army that takes up loads of pop. space yet has limited combat power.

All these concerns make Light Reiters your weakest cavalry option. Still, if you want to quickly and cheaply add some extra HP to your Polish force, Light Reiters will do the job.


Pospolite ruszenie (17th century)

Base stats:

Full upgrades:

Cost: 70 food, 5 gold, 4 iron
Training time: 13.5 seconds max: 9 seconds min.
Range: 15.94
Reload speed: 5 seconds max: 2.45 seconds min.

+ Faster-training early Dragoon
+ Low cost
+ Very cheap upgrades
+ Above-average range for an early shooter
+ Performs better than normal 17c. Dragoons
+ Good unit to make before transitioning into 18th century cavalry
- Worse than Winged Hussars in the early-to-mid game
- No melee attack
- Lower HP and attack
- Below average rate of fire
- Weak melee/arrow armor


The so-called “Common mob” are (like most of Poland’s unique units) weaker, more spammable versions of a standard European unit–this time, the 17c. Dragoon. Despite their demeaning name and the fact that they don’t dominate the early game as much as Winged Hussars can (which is why they're rare to see in online games), their low cost and good performance in combat makes them a good choice if you plan on switching to 18th century horsemen later in the match.

Stat-wise, the things that make Pospolites slightly better than normal 17c. Dragoons are their increased range (15.94 vs 15) and faster training time (9 seconds vs 10). They might not hit as hard or be able to take as much punishment, but Poland can make 80 of them for every 72 Dragoons a normal European faction produces. Getting the first strike can be important in deciding the outcome of a fight and in the early game, Pospolites excel at it.


Rabble who fight like heroes: Pospolites showing off their range compared to Polish Musketeers. Compared to Winged Hussars, Pospolites aren’t as flashy or as strong in the early-to-mid game, but they still give a big boost to early Polish armies for a much cheaper price.

Like other early Dragoons, Pospolites have cheap Stable upgrades compared to other cavalry options. Just grab all three attack upgrades and maybe the first three defense upgrades if you feel like it, and you’re good to go. Sure, they need expensive Academy techs to become really good, but those buffs affect all your musket-armed units so they won’t be a waste of money when you switch units.

Speaking of which, Pospolites (much like other early Dragoons) are a great unit to make when you plan on eventually swapping over to 18th century cavalry. Since they require barely any investment, you won’t be setting yourself back nearly as much by switching to another cavalry unit later like you would if you went with Winged Hussars or Light Reiters first. This can make them a potentially good choice for games where you need to maximize your army's late-game potential while still providing a decent force for early aggression.


Transition amid civil war: Pospolites and 18c. Dragoons engage in heavy street fighting during the storming of a rival Polish magnate’s town.

In conclusion, Pospolites are much better units than their degrading name implies. They usually get overlooked in favor of their flashier, wing-wearing social superiors, but they're still good early Dragoons that can add a strong ranged element to your early army while also providing an easy stepping stone to your 18th century units.

Gameplay


NOTE: This section assumes you’re only playing with Polish units and buildings. That means it largely ignores capturing, although the advice given can easily be applied to games that allow it.

Early Game (early 17th century)


Strong amid troubles at home and abroad: An early Polish base.

This is Poland’s strongest era. They’re one of the best nations in fast-starting games when their Pikemen can dominate, up there with Scotland, Russia, and the Islamics. They’re not quite as good in matches with peacetimes of 15+ minutes, but they’re still well above average thanks to their Musketeers, Pospolites, and Winged Hussars.

While your choice of infantry will be determined by the match’s peacetime, you have some options when it comes to cavalry. Most of the time you’ll just go Winged Hussar, but the Pospolite can be a better option if you expect the game to go late and plan on transitioning to 18th century cavalry. Light Reiters are a subpar choice unless you’re just padding out your army.

Regardless of what units you pick, you should be on the offensive in this era. Remember that you won’t get any stronger than you are right now, so take advantage of it to smack some nations around. Only Scotland, the Islamics, and Russia can reasonably compete with early-game Poland, and the Russians and Scots take a bit longer to hit their stride. Everyone else is your prey.


Two players rushed in 15 minutes: Polish Pikemen and mercs overrunning a Swedish base after killing their allies. (Note my silly mistake of forgetting to bring Archers or Grenadiers to level the buildings. Oh well, we live and learn.)



Mid Game (late 17th/early 18th century)


Bringing the vassals and nobles back into line: A mid-game Polish base.

This is when nations have strong armies and more established economies. Some are even starting to reach the 18th century and put up their first 18c. Barracks. Since Poland wants the game to stay in the 17th century as long as possible, this isn’t a good thing.

Still, Poland remains competitive in this period of transition, and their Winged Hussars in particular can do some real damage with good micro. If, on the other hand, you want to switch to 18th century cavalry, now’s the time. And remember the value of spamming some 18c. Pikemen once you start building 18c. Barracks: They may be weak, but the sudden infusion of troops gives your army a quick boost while you research the musket cost-reducing tech.

Be sure to watch out for nations like Ukraine or Portugal who are at the height of their power. If any strong late-game nations like France or Bavaria remain, try to take them out or you’ll regret it later.


The scourging of Venice: Winged Hussars raiding an enemy base. Lighting attacks like these are one of the many reasons why fast cavalry are great.


Late Game (late 18th century)


No partitions this time: A late-game Polish base.

This is when things truly get rough. Poland has the same 18th century infantry and cavalry as everyone else, but their 17th century units do very poorly in this era, even compared to their generic counterparts. The Pikemen lack armor, the Musketeers have low range and damage, Winged Hussars are fragile for how slowly they train, Light Reiters are in the same boat as Pikemen, and Pospolites…well, you’re probably not making them anymore so they don’t matter.

The end result is that although late-game Polish armies are large, they’re also very squishy and can’t resist damage as well as other European militaries do. This makes Poland arguably the worst European-style faction in the late game, and you’ll struggle against competent opponents wielding even generic countries, to say nothing of powerhouses like Denmark, Saxony, and especially Prussia (whose spammable Hussars are a great answer to your Winged Hussars).


Mass battle versus Portugal. To give an idea of how fast Polish armies can melt in the late game, I dropped from 5,375 pop. to 3,483 in less than a minute. (My Winged Hussars saved the day, but the losses they took crippled them for the rest of the game and they never rebuilt to their former strength. Had I been facing a skilled player instead of the AI, a pyrrhic victory like this could’ve easily cost me the match.)


Map Preferences

Quantity vs quality: A huge Polish army engages the enemy on the outskirts of their bases. Light Reiters may not be that great, but they can be fun to use.

Poland likes game settings that encourage early aggression. That means short peacetimes, low starting resources, and smaller maps that start players close to each other, putting them in easy rushing distance. Fair warning, such maps aren’t particularly friendly to newer or slower players and shouldn’t be attempted against live opponents until you’ve practiced rushing against the AI. I recommend watching YouTubers like colorfit and other skilled players to see how they rush. (It’s how I learned to play.)

On the flip side, Poland is a poor choice for matches that eliminate or minimize the early game. Whether it’s starting everyone off in the 18th century or with millions of resources, long peacetimes, or larger maps with lots of easily-walled chokepoints, such games eliminate almost all of Poland’s strengths while highlighting its weaknesses.


Then the Winged Hussars arrived! After flanking the enemy and crushing their rear, the cream of Polish nobility surge into the last remaining enemies, relieving their beleaguered infantry who suffered greatly to pin the foe in place while their masters maneuvered into position. Such is the lot of lowborn plebs.

In team games, Poland plays the role of an early bruiser. They’re especially good on the flank as it puts them closer to the enemy for easier early aggression, but can do well in the pocket position as well. Your goal should be to kill or cripple at least one enemy player before the game goes late and your effectiveness drops.

Even with that in mind, remember to always work with your team. Early-game Poland is strong, but it can’t solo multiple competent opponents at once. Look after your allies lest you find yourself isolated and surrounded by enemies intent on another partition.


A modern army for a new century; a Polish army including 18c. Dragoons halts a charge by Ukrainian Register Cossacks. In longer games, swapping to 18th century cavalry will make your late-game armies stronger.



Tutorials & Example Games
A collection of great Poland games and tutorials showing how to skillfully play the nation. If you have any video recommendations, send me a link through Steam or YouTube (username 1Korlash) or Reddit (Effective_Can72)!

1. The first of two classic guides from top player colorfit. A must-watch for people looking to dive into multiplayer or just get better at the game.
https://youtu.be/XP19ocvOIg0

2. The second colorfit guide, this time covering how to micro your armies in battle. Again, a must-watch.
https://youtu.be/t6JE59Gnesk?list=PL9MM6y8GRIFcfOaVMvUGSZ7s3HANGpEPd

3. Old colorfit game (4v4, 15min. peacetime) showing off just how crazy powerful Winged Hussars can be in the hands of an attentive player.
https://youtu.be/4RxJfcGIRMg

4. A (relatively) recent 2v2 Poland and Netherlands mirror match during a tournament that again shows off the Winged Hussar’s power in the early and mid game.
https://youtu.be/qd3Dk-wEy_k?t=984

5. Another old colorfit 4v4. Yet more Winged Hussar action plus some Poland vs Scotland action.
https://youtu.be/5VdF3W2wIMI


Closing Remarks

Modern flag of Poland, first adopted in 1919 and restored in 1980. While white and red have been associated with Poland since the Middle Ages, it wasn’t until the November Uprising against Russia in 1830-31 that they were officially adopted by the rebels as the national colors of Poland.

That’s Poland! I think they’re a fun and unique faction and a welcome addition to the Cossacks roster. I do wonder if the Winged Hussar is a bit overtuned–at least in the older games I watched players were commenting on how easy it is to dominate enemies with a small group of them–but overall I’m very happy with their current status.

What do you think of Poland? Do you see a reason to ever make cavalry other than Winged Hussars? Was there something I missed? Let me know your thoughts!

Other nation guides:
Algeria
Austria
Bavaria
Denmark
England
France
Netherlands
Piedmont
Portugal
Prussia
Russia
Saxony
Scotland
Spain
Sweden
Switzerland
Turkey
Venice