|
|
|
 |

January 24th, 2007, 07:07 AM
|
 |
Private
|
|
Join Date: Jan 2007
Location: Roma,Italy
Posts: 15
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Guarding thugs
I have a little doubt about hardly paid troops set on Guard commander order. It seems they only sit around their chief taking blows and arrows. Like a living (or maybe non-living) shield.
Is this a wrong feeling?
I have been in a situation where the intervention of guarding elite troops would have turned the tide of battle but I watched helplessly as they stood there without returning blows...
If this troop shield effect is true would it be better to have cannon fodder guard the commander? Why pay a lot for elite troops if they only sit around?
|

January 24th, 2007, 07:42 AM
|
 |
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Guarding thugs
In battles guards start to attack when their commander is wounded or if he attacks (unless they can use missiles). Guards are mostly usefull if you fear assassination attempts or to have an unit starting to attack in another round than the first or the third (ie you may give a commander bodyguards and a (holdx5) (attack closest) script if you want a squad waiting as long as possible before going to melee).
|

January 24th, 2007, 07:48 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
|
|
Re: Guarding thugs
How to use units set to "guard commander" :
- if someone try to assassinate your commander, up to 5 units set to "guard commander" will protect the commander.
Note that some spells work like assassination. Same thing for horror marked commanders attacked by a horror
- for melee units, you can use the "guard commander" order to keep the units in formation with their commander.
Exemples :
- knight commander set to "hold" x3 then "attack rearmost" + knights set to "guard commander"
=> this allow the squad to wait 3 turns (instead of 2 for the "hold and attack order"), and even if you want to just wait 2 turns, the guard commander version make it so that you're sure the commander won't attack someone alone while his units go for another target
- Hoplite commander + hoplites + elephants
=> thanks to the "guard commander" order the elephants won't charge to far, so they will still have the support from the hoplites.
Important :
- don't forget to give your commander an attack order. By default melee commanders (no magic or ranger weapon) are set to "stay behind troops", so without attack you rbodyguards will stand behind, mostly useless
- don't use this order with ranged units : bows and other ranged weapon are not used when in "guard commander" mode
|

January 24th, 2007, 08:01 AM
|
 |
Private
|
|
Join Date: Jan 2007
Location: Roma,Italy
Posts: 15
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Guarding thugs
Thanks, so having troops guarding a mage is useless also...
|

January 24th, 2007, 08:33 AM
|
 |
Major
|
|
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Guarding thugs
Not entirely useless, since they can save the mage if he is attacked. Other than that, pretty much.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
|

January 24th, 2007, 09:05 AM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Guarding thugs
Pretty useless, if they won't attack even when enemy comes within reach of the commander they're guarding.
If they wait until the mage is wounded to attack, then he's probably dead already. They may draw some attacks, but if they don't respond that's just a short delay.
They should at least attack when the squad is attacked, or preferably when an enemy gets too close.
|

January 24th, 2007, 09:13 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
|
|
Re: Guarding thugs
If an ennemy is in melee range they will attack.
Usually bodyguards can protect your mage from a few ennemies that got through your main force (such as a flanking cavalry set to attack rearmost), but it's true that sometimes they don't do this job very well
|

January 26th, 2007, 05:21 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Guarding thugs
I often set 1-6 troops guarding a melee commander, and script the commander to attack from slightly behind my other troops' positions, which I have had a lot of success with. I'm not saying it's a super strategy, or that it will keep mortal commanders from getting killed by battlefield magic or a tough combat, but one of my main goals (especially playing single-player) is to keep my mortal commanders alive and able to contribute, and to follow their progress sort of like in an RPG, because I find it fun.
PvK
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|