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  #1  
Old August 10th, 2004, 10:28 PM

Merry Jolkar Merry Jolkar is offline
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Default 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
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  #2  
Old August 11th, 2004, 12:45 AM
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Default 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.
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  #3  
Old August 11th, 2004, 12:48 AM
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Default Re: Fire and Flee?

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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.
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Old August 11th, 2004, 04:24 AM
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Default 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... :\
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Old August 11th, 2004, 05:08 AM

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Default 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
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  #6  
Old August 11th, 2004, 05:33 AM
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Default 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.
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Old August 11th, 2004, 08:20 AM

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Default 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.
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  #8  
Old August 11th, 2004, 11:22 AM
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Default Re: Fire and Flee?

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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.
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  #9  
Old August 11th, 2004, 11:30 AM
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Default 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)
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Old August 11th, 2004, 03:45 PM

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Default Re: Fire and Flee?

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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.
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