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  #1  
Old November 20th, 2003, 10:05 AM

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Default Re: What\'s the verdict on archers?

I haven't tried this exactly, but something close enough that I'm convinced it's feasible.

Exercise: take javelin-equipped light infantry, position them far up to the front, with your heavy infantry staggered just slightly back. LI orders to fire closest, HI ordered to hold and attack closest. The javelin volleys are usually about done around the time your HI engages. If the LI does happen to get engaged too quickly, depending on their morale they will either stick fast (and your HI comes in from the flank), or break and run. The fleeing LI will often take only minimal casualties, leading the enemy troops on a wild goose chase.

But in either event, a close range javelin volley can be devastating to independents which normally would put up a tough fight.

Then again, Ermor/Pythium LI is probably superior, so your mileage may vary.
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Old November 20th, 2003, 11:00 AM
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Default Re: What\'s the verdict on archers?

Quote:
Originally posted by Saber Cherry:
Have you ever seen a zombie die in real life from blood loss, or having a vital organ pierced by an arrow? No? Me neither.

-cherry
I think its very kool the Saber has "seen a zombie die in real life" ! I think it would be awesome just to see one... I guess my city is boring.
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Old November 20th, 2003, 11:25 AM

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Default Re: What\'s the verdict on archers?

Missiles will get much more interesting after the patch when "fire and flee" command won't mean that they will end up in a neighbouring province. Then we'll be able to utilize the first few volleys, which are the most important, and avoid the slaughter that happens with chasing routers.

Btw, I wonder what will happen with xbows and arbalests. Will they be able to shoot twice before retreating, or will those turns when they reload also count, and they'll only shoot once? The former would definitely be more attractive.
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Old November 21st, 2003, 02:48 AM
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Default Re: What\'s the verdict on archers?

I always thought that fire and flee should be fire and pull back. If I wanted them to actually flee then I would set it that way on their commander, not on them.

Hmmm does anyone know if "guard commander" with shooters amounts to the same thing as "fire at closest"? That would give some nice flexibility in an archer unit by controlling them with the commanders script. Attack one round (run up close), hold or fire, hold or fire, hold or fire, hold or fire, stay behind units (which would make him pull back but not leave)

NewSubject: I need to figure out what to put on the command line to get an icon on my desktop to go into a battlesim game the fastest. Straight into a game called BattleSIm using the mini.map, no intro, no fades, no music, low graphics for fast menus? or hi graphics for slow battles?

[ November 20, 2003, 12:49: Message edited by: Gandalf Parker ]
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Old November 20th, 2003, 07:02 PM
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Default Re: What\'s the verdict on archers?

With "Flaming Arrows", massed archers can be useful against even the seasonal spirits and other low-prot ethereals.
Flaming might not stack with other effects, 'tho; I have yet to see my undead archers burn somebody with their Banefire Bows even with Flaming Arrows on.
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Old November 21st, 2003, 07:14 AM

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Default Re: What\'s the verdict on archers?

Anyone seen the difference with short bow vs longbow? LongBows seem to be more accurate, but then Knights of Avalon were ping down the enemy quite efficiently...
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Old November 21st, 2003, 03:53 PM
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Default Re: What\'s the verdict on archers?

I dont understand why I can attack rearmost but not fire at rearmost. Especially with longbows
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