Re: Equipment: which to use and what to avoid?
Just to point one thing out again that is easily forgotten: Maces/Morningstars/Flails/Whips (magical and non magical) gives +2 EXTRA attack against ALL shields. This is not seen when you click on "attack".
Thus the flail gets 2 attacks (+1) + -2 defense on the target in the second attack + if shielded +2 on all attacks.
Example:
Unit A attacks unit B
Unit A
Base 10 attack
With flail 11
Unit B
Base 10
With shield 14
Unit A
First attack
Attacks 11 + 2 against shield = 13
Defense 14
13 against 14
Second attack
Attacks 11 + 2 against shield = 13
Defense 14 - 2 for second attack = 12
14 against 12
Flails damage is only +3 though. So don't try them against heavy infantry with shields. Instead use morningstars +6 damage. Against heavy infantry without shields use battle axes or mauls depending on defense.
But you can clearly see flail guys rock against light infantry.
All weapons in the game have their niche I believe. MA Ulm's infantry pretty much covers them all. My tip is to recruit units with the weapons able to most easily deal with the defense you expect to be up against. If possible that is.
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