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				April 28th, 2010, 05:59 PM
			
			
			
		  
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				Flying Archers Gone Wild(ly Wrong)
	
			 
             
			
		
		
		
		I'm playing Caelum and flying archers are suppposed to be one of my (few) strong points. However, if I can't rely on them in battle then I have big problems. 
 
    I took an enemy's province, but suffered a bit more than expected. Out of my 80 archers, half were killed and the other half routed to the four winds. 
  
   Puzzle: My archers were given the "Fire at Closest Enemy" command but all of the sudden flew and attacked the rearmost/archers. Of course, the archers are crap in melee and got slaughtered - but why would they leave their position??? The enemy cast Rage a few times, but this happened to all my archers.  
 
   I have been told that it may be because the closest target was out of range or that my lead archer was injured/killed. Or do the gurus have another explanation? 
 
   Thanks, Jorus 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 06:22 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		if closest target was out of range(perhaps if you put your archers at the very back, or the enemy did) than your archers would have naturally tried to close the distance to their target. since Caelum's archers are flying than closing towards their target would instantly put them at melee range. so yes, that could very well be your problem. 
 
P.S Caelum's strength isn't its archers but its mages, especially if you play EA cause the Eagle Kings are just beastly! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 06:43 PM
			
			
			
		  
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		No, they would just move forward on foot if they are out of range. Probably the lead archer lost an arm. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 06:47 PM
			
			
			
		  
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		In order to close the distance to their target, I've actually noticed that flying archers prefer to hoof it closer. Not entirely sure why.  
 
Aside from that, it's possible that your archers simply ran out of ammo and the guys they dropped onto were simply the closest squad to them that wasn't already routed. I've noticed archers with ammo change their targets when the one they were shooting at runs, so it's possible that something like that happened. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 07:37 PM
			
			
			
		  
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  13lackGu4rd
					 
				 
				P.S Caelum's strength isn't its archers but its mages, especially if you play EA cause the Eagle Kings are just beastly! 
			
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 Tee hee hee, I have been "winding" Blackguard up    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 07:38 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		The most likely explanation is, as Psycho said, the first guy in the squad couldn't shoot for some reason. If the first guy doesn't have a ranged weapon,  the AI thinks the whole squad doesn't and sends them all to close. 
 
He may have lost an arm. Rage may have the same effect, but I've never seen it. 
In fact, I don't think I've ever seen it except at the very beginning of battle, so it may only check once? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 10:40 PM
			
			
			
		  
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				BANNED USER 
				
				
				
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		Hmm interesting. 
 
New modweapon.  Ranged weapon that causes arm loss. 
Something like.. "Flesh Reaper arrows..."  Very cool against archers..... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 10:58 PM
			
			
			
		  
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		Thanks for all the feedback.  
    The archers flew to their demise on the 4th or 5th battle turn, so I don't think they were out of ammo.  
    If it was a broken arm or whatever, I guess it is a good idea to check your lead unit's health before going to battle - and give him another assignment or R&R.  
 
   Jorus 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 28th, 2010, 11:05 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		
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					Originally Posted by  chrispedersen
					 
				 
				Hmm interesting. 
 
New modweapon.  Ranged weapon that causes arm loss. 
Something like.. "Flesh Reaper arrows..."  Very cool against archers..... 
			
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 That... should be doable.  And actually they'd be pretty awesome against everything, because every time they do damage, you lose your shield... ouch.  
		
	
		
		
		
		
		
		
			
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				April 29th, 2010, 04:00 AM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Flying Archers Gone Wild(ly Wrong)
			 
             
			
		
		
		
		
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					Originally Posted by  rdonj
					 
				 
				
	Quote: 
	
	
		
			
				
					Originally Posted by  chrispedersen
					 
				 
				Hmm interesting. 
 
New modweapon.  Ranged weapon that causes arm loss. 
Something like.. "Flesh Reaper arrows..."  Very cool against archers..... 
			
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 That... should be doable.  And actually they'd be pretty awesome against everything, because every time they do damage, you lose your shield... ouch.  
			
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 Except if you're a commander, you just tuck your shield under your armpit and carry on!  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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