|
|
|
|
August 10th, 2004, 10:28 PM
|
BANNED USER
|
|
Join Date: Jan 2003
Posts: 248
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Fire and Flee?
Is there any way to get my archers to fire arrows until they run out, then retreat? I expect a big battle to take place, and don't want my demons of heavenly fires to run forward and get killed....
Thanks,
Merry
|
August 11th, 2004, 12:45 AM
|
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: CA
Posts: 744
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Fire and Flee?
Quote:
Is there any way to get my archers to fire arrows until they run out, then retreat? I expect a big battle to take place, and don't want my demons of heavenly fires to run forward and get killed....
Thanks,
Merry
|
No, it is not possible. Once missile units run out of missiles, they run into melee. The Caelum archers are especially notorious in that, since they *fly* into melee and get themslef killed very quickly.
|
August 11th, 2004, 12:48 AM
|
|
First Lieutenant
|
|
Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
Thanks: 7
Thanked 3 Times in 2 Posts
|
|
Re: Fire and Flee?
Quote:
Is there any way to get my archers to fire arrows until they run out, then retreat?
|
Actually, this might be a somewhat better implementation of the existing, hardly-used, "Fire and Flee" command.
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
|
August 11th, 2004, 04:24 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: Fire and Flee?
How about a "Fire an Hold" command?
I'd really hate to make my archers flee when I need their support for only a couple of combat rounds... :\
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
August 11th, 2004, 05:08 AM
|
Second Lieutenant
|
|
Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fire and Flee?
I think you could assign them to guard a commander and set him to hold poistion (or cast spell). I think in the new release (2.12) archers fires when are set to guard ... but I'm not really sure about that ...in the Last days I'm playing C'tis a lot and C'tis is not famous for archers!
good luck
Liga
|
August 11th, 2004, 05:33 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: Fire and Flee?
Too bad that advice doesnt help me, since my problem is I want them to fire only for those two round (or way it three? =P) because I don't want them to accidentaly hit my melee masses.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
August 11th, 2004, 08:20 AM
|
Captain
|
|
Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fire and Flee?
I believe the "Fire and Flee" command should be changed:
when your archers flee, they simply return to the rearback of the army, in the army camp I suppose.
If you win, your archers should be still in the province (it's a retreat not a rout).
If you lose, well they retreat with the army.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
|
August 11th, 2004, 11:22 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Fire and Flee?
Quote:
Too bad that advice doesnt help me, since my problem is I want them to fire only for those two round (or way it three? =P) because I don't want them to accidentaly hit my melee masses.
|
I think that was the idea. The game was patched so that guarding units will fire.
Assign your archers to a commander and have them "guard commander". Set the whole group (AND the commander) near the front of the line but off to the sides (far right for forward, top or bottom of positioning screen for the left/right flanks). That will help avoid friendly fire. Now have that commander do "hold and attack closest" or just hold, for as many rouinds as you want, then retreat. Retreat is much better than flee. Troops that are told to do something and flee are stupid. Troops acting under a commander and doing an orderly retreat are smarter.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
August 11th, 2004, 11:30 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: Fire and Flee?
Quote:
I believe the "Fire and Flee" command should be changed:
when your archers flee, they simply return to the rearback of the army, in the army camp I suppose.
If you win, your archers should be still in the province (it's a retreat not a rout).
If you lose, well they retreat with the army.
|
Agreed.
Now implement it ingame! (devs)
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
August 11th, 2004, 03:45 PM
|
Corporal
|
|
Join Date: Jul 2004
Location: Lede, Belgium.
Posts: 61
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Fire and Flee?
Quote:
I believe the "Fire and Flee" command should be changed:
|
I find the "Fire and flee" command a usable "scouting" technique.
There are certain situations where you like to know exactly what's in front of you and how it's lined up.
Send a commander and a few archers in for a couple of roundsn hopefully kill a few too , take a good look at what's there and then get them back ASAP and prepare for the big attack next turn.
|
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
|
|
|
|
|