Yeah, as PhilD said, this is something the devs have been against adding, for the reason he stated. There's been a lot of talk on the forum about this (and similar kinds of commands).
Righto. But OTOH: Two armies set to "fire" will have the exact same effect as well (same as set to guard commander and firing while doing so). I fail to see the net loss / problem with firing while guarding a commander.
Originally posted by tinkthank: Righto. But OTOH: Two armies set to "fire" will have the exact same effect as well (same as set to guard commander and firing while doing so). I fail to see the net loss / problem with firing while guarding a commander.
Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.
quote:Originally posted by Graeme Dice: Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.
Which is why we need a new "Fire and Hold" command for missile troops (rather than just the current Fire & Attack), along with Fire while Guarding. But then you could end up with two armies holding indefinitely at opposite ends of the battle screen. Which I guess wouldn't be so bad since auto-rout eventually kicks in.
Originally posted by Yossar: But then you could end up with two armies holding indefinitely at opposite ends of the battle screen. Which I guess wouldn't be so bad since auto-rout eventually kicks in.
Exactly. There's already a method for handling combats which take too long/are stalemated. No need to take away perfectly viable gameplay mechanics such as having Daoine Sidhe guarding your commander and throwing their javelins when something comes in range.
Yeah, I do not see the problem either: I think its the Defender's right to sit and wait for the enemy to attack! And if the enemy does not attack, because he only got his guarding missile troops, then the defender should win after some, say 22, turns...
So discouraging cowardly attackers does not sound bad to me!