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February 15th, 2007, 07:45 PM
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Private
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Join Date: Feb 2007
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Javelin throwing units
Whats the best way to use these things? I've played Vanheim a few times, and the javelin guys have me very confused. In my mind, they sound great...wait until the enemy moves close enough, fire javelins then charge in...in practice, they stood there and took the charge. Whats the best set of commands to have them stand and wait, fire when the closest enemy reaches their range, then attack? Thank you
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February 15th, 2007, 07:54 PM
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Brigadier General
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Re: Javelin throwing units
Either hold and attack if you know the enemy will be in range or else give them no order/fire closest, they should get into range and fire until charged or they run out of ammo
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February 15th, 2007, 07:55 PM
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Captain
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Re: Javelin throwing units
Fire closest. But even with that they'll often fire only once, or not all of them, because they tend to be engaged in melee before they can fire a second round of javelins.
With Pyhtium, I like to put Velites on fire closest on the side while the main legionaires stand in the middle with fire or attack closest. That way, velites do throw their javelins without getting caught in melee, if they can flank the opponent a little.
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February 15th, 2007, 10:10 PM
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Shrapnel Fanatic
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Re: Javelin throwing units
I like to set them to the side of infantry and slightly farther back. That way they tend to get off more than one volley.
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February 16th, 2007, 04:14 AM
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National Security Advisor
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Re: Javelin throwing units
The best way to use themis not give any orders at all. If you set javelins on hold and attack, they will NOT use them, because javelins are missile weapons. You could put the javelins somewhat further back from the front so that they take a turn or two to charge to the front line, at whoch point they will still throw javelins but won't have charged ahead to be slaughtered.
There REALLY needs to be a hold and fire command...
Edi
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February 16th, 2007, 04:19 AM
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Sergeant
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Re: Javelin throwing units
Units on 'hold and attack' will fire a missile weapon for the first few turns, if they have one and are in range
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February 16th, 2007, 08:18 AM
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Second Lieutenant
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Re: Javelin throwing units
If only units with "guard commander" orders would fire when ennemies are in range ...
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February 20th, 2007, 11:03 AM
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Colonel
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Re: Javelin throwing units
I was talking about LI-type javelin infantry whose javelin is the main weaopn, not about HI-types (Ermor/Pythium) or cavalry or even Vans (who have javelins !).
And I use them as fodder for several battles as long as they survive (which is not that long).
I mostly play MP also.
Anyway if they behave better when scripted not scripted rather than scripted to Fire there is something weird in the Tac AI 
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February 21st, 2007, 02:26 AM
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Sergeant
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Re: Javelin throwing units
Quote:
PDF said:
I was talking about LI-type javelin infantry whose javelin is the main weaopn, not about HI-types (Ermor/Pythium) or cavalry or even Vans
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Generally speaking the difference between LI javlineers and heavy infantry is 3-5 gold and some resources. I will occasionally use LI javs to expand (Ctis, etc), but the units are going suffer heavy casualties against almost anything. Such units in my experience are best not used unless absolutely required for early expansion, as they are not very cost-efficient when you consider their casualty rate. If you like javs, go with Ermor/Py and mass them... most other races don't do it well enough.
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February 19th, 2007, 06:22 PM
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National Security Advisor
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Re: Javelin throwing units
I use Fire Closest and tend to deploy them in wide lines rather than deep formations, which avoids friendly fire. And/or javelineers on the flanks on Fire Closest with plain melee in the center.
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