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				February 22nd, 2009, 03:01 PM
			
			
			
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 Major General |  | 
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				 Hold and Fire? 
 Is there a way to get archers to hold and then fire? Specifically javelin wielding troops, or slingers, that would benefit from such an order?
 It seems like all you can do is tell them to hold, and then they run in and melee.
 
 Jazzepi
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				February 22nd, 2009, 03:15 PM
			
			
			
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 Corporal |  | 
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				 Re: Hold and Fire? 
 Well... You can put them further back I guess... Then they will have to walk forward for a few turns before they reach.
 That doesn't work for javelinists of course but...
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				February 22nd, 2009, 03:51 PM
			
			
			
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				 Re: Hold and Fire? 
 This has bugged me for a while also.I don't think there is.
 Maybe if you set them to guard a commander with a missile weapon but I doubt it.
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				February 22nd, 2009, 04:07 PM
			
			
			
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				 Re: Hold and Fire? 
 I think If you put them to Guard Commander and put them on the top about 1/2 way to the front and the commander on the bottom in the cornor they will run down to the commander (which takes a couple of rounds.
 Not really sure what happens after that (if they will turn and fire if someone gets close.
 
 I use that with Fomoria Kings alot when I don't want troops fighting quickly.
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				February 22nd, 2009, 04:34 PM
			
			
			
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 General |  | 
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				 Re: Hold and Fire? 
 I'm pretty sure archers on Guard Commander don't fire.
 You could put them on Guard Commander and have the commander retreat after a couple turns. They should go back to default orders after that.
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				February 22nd, 2009, 05:55 PM
			
			
			
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				 Re: Hold and Fire? 
 No units use any missiles when set to Guard Commander.  They will struggle to get adjacent to their commander every turn, melee attacking anything adjacent to them (if there is something). 
Otherwise, as said, all you can do is set the units further back, so they have to advance before firing.  Of course, this complicates buffing (no guys, wait for Strength of Giants, THEN rush forward and throw Javelins!), and is somewhat less effective if you don't have other shielded blockers to maintain a front line for those skirmishers.
 
What I'd love, is a somewhat more interactive tactical display, so even though it's scripted, you could lay out an actual game plan, sort of like a sports play.  Little paths and arrows for each squad, so hopefully they go where you really wanted them.      Oh well.    |  
	
		
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				February 22nd, 2009, 06:50 PM
			
			
			
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				 Re: Hold and Fire? 
 The retreating commander idea is best I think.  Jeff is right, archers will fire when they are on Guard Commander and the commander has fled or died.  Use a flying commander for the best results: he can Holdx5 (or 4, or 3, etc) in whatever place you want your archers, then he instantly retreats off the battlefield and your archers start shooting. 
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				February 22nd, 2009, 07:05 PM
			
			
			
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				 Re: Hold and Fire? 
 Of course, it's a micromanagement pain. 
 You have to set it up again for every battle. You hope the retreating commanders don't get cut off. You have to arrange to have spare commanders available for the next battle.
 Usually I'd say the payoff isn't worth the hassle.
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				February 23rd, 2009, 09:58 PM
			
			
			
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				 Re: Hold and Fire? 
 I've had javelinists on hold and attack use their javelins. You just have to put them far enough back, with a melee troop out ahead of them. When they get close enough to the melee, they will fire javelins. Usually only for one turn though, then they just attack. |  
	
		
	
	
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				February 24th, 2009, 11:42 AM
			
			
			
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				 Re: Hold and Fire? 
 Units on Hold part of Hold&Attack will use their ranged weapons while holding. This can be used to get two turns of massed "Fire Rear", if you set archer cavalry to Hold & Attack Rear. |  
	
		
	
	
	
	
	
	
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