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Re: Micromanaging armies and commanders
Sounds bewildering. Excellent! http://forum.shrapnelgames.com/images/icons/icon10.gif
Leaving now to go camp by the mailbox. Is there a spell for turning the mailman into a hamster if he doesn't deliver? |
Re: Micromanaging armies and commanders
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Re: Micromanaging armies and commanders
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Only commanders can use the Hold and Fire command. It really sucks there isn't a Hold and Fire for units. I'd like my javelin units to Hold and Fire so they don't rush to the enemy and forget to fire their javelins before engaging in melee combat. I always hated my archers running up closer to the enemy if they were too far away. |
Re: Micromanaging armies and commanders
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Re: Micromanaging armies and commanders
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Re: Micromanaging armies and commanders
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For javelins/slingers/crossbows I think I had interesting results when I put a commander near the front for the moral boost. I had him on hold-and-fire or hold-and-attack, one of those. The low-range shooting units were set on guard-commander. The result was amazingly effective in that particular fight. I often use guard commander for more control on units so that I can use the commanders instructions to decide at what point in the battle to do certain things. Such as holding cavalry or flyers around long enough to get blessed before attacking. -- WARNING: Flu symptoms have been detected. My Posts will begin to ramble and may result in garbage. Or feverish genius. Let me know which after I fully recover. - Gandalf Parker |
Re: Micromanaging armies and commanders
Putting some units on Guard Commander did make them an effective reserve when I then used the commander orders to indirectly control them.
One disappointment though was when I put a mounted commander on the flank with my cavalry. He had a Stay Behind Troops order and I assumed he would stay behind the closest troops, i.e. the cavalry directly in front of him. Nope, he immediately moved away toward the larger force in the middle. Guess I should have given the cavalry group a Guard Commander order and then told the mounted commander to attack. Will have to see if that works. Take care Gandalf, there is a lot of flu going around already this year. |
Re: Micromanaging armies and commanders
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So, when you recover, I'd still be interested in hearing about your missile tactics... http://forum.shrapnelgames.com/images/icons/icon10.gif (Me, I'm happy with archers and heavily armored shock troops on Hold and Attack when against non-missile happy AIs; but then, this probably won't work too well against human opponents) |
Re: Micromanaging armies and commanders
ARCHERS ARCHERS------------MELEE MELEE
ARCHERS ARCHERS------------MELEE MELEE ARCHERS ARCHERS--LIGHT LIGHT ARCHERS ARCHERS--LIGHT LIGHT That's my setup. I put the archers behind the light infantry, and the melee units infront and to the side of the light infantry. Enemy archers (especially in neutral provinces) fire at the closest thing to them. The archers will fire at the melee (more protected) units. I set the archers to fire at none so they don't fire at retreating units. Enemy melee moves in, light infantry fire javelins from the side, melee units take the hits, VUALA!!! You have yourself an army setup which takes the least casualties from friendly and foe. Not only that, the light infantry don't usually get in melee contact so the friendly-fire arrows will usually not hit your light units. [ December 01, 2003, 18:38: Message edited by: Argitoth ] |
Re: Micromanaging armies and commanders
Sorry about guard thing. Must be a memory of how I WISH it worked.
What about the fire-and-flee? Something about using fast light archers set up front to draw enemy hvy units back thru a gauntlet of your own hvy troops. Force his to run and pile up fatigue instead of yours. That might be where I remember having flanking archers being really effective. Battle Simulation map available at... http://www.techno-mage.com/~dominion...ions2/Mini.map http://www.techno-mage.com/~dominion...ions2/Mini.tga [ December 01, 2003, 19:11: Message edited by: Gandalf Parker ] |
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