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Old December 1st, 2003, 08:30 PM
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PhilD PhilD is offline
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Default Re: Micromanaging armies and commanders

Quote:
Originally posted by Gandalf Parker:

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
OK Gandalf, this flu seems to be rather effective. I seemed to remember Pocus complaining about missile troops on "Guard Commander" not using their missile weapons, so your suggestion surprised me. I tried setting up such a fight, and indeed, "Guard Commanders" prevents them from firing; I tried with light missile troops (Peltats) to see if it made a difference, and no, it doesn't.

So, when you recover, I'd still be interested in hearing about your missile tactics...

(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)
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