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  #1  
Old February 15th, 2007, 07:55 PM

LDiCesare LDiCesare is offline
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Default Re: Javelin throwing units

Fire closest. But even with that they'll often fire only once, or not all of them, because they tend to be engaged in melee before they can fire a second round of javelins.
With Pyhtium, I like to put Velites on fire closest on the side while the main legionaires stand in the middle with fire or attack closest. That way, velites do throw their javelins without getting caught in melee, if they can flank the opponent a little.
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  #2  
Old February 15th, 2007, 10:10 PM
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Default Re: Javelin throwing units

I like to set them to the side of infantry and slightly farther back. That way they tend to get off more than one volley.
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  #3  
Old February 16th, 2007, 04:14 AM
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Default Re: Javelin throwing units

The best way to use themis not give any orders at all. If you set javelins on hold and attack, they will NOT use them, because javelins are missile weapons. You could put the javelins somewhat further back from the front so that they take a turn or two to charge to the front line, at whoch point they will still throw javelins but won't have charged ahead to be slaughtered.

There REALLY needs to be a hold and fire command...

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Old February 16th, 2007, 04:19 AM

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Default Re: Javelin throwing units

Units on 'hold and attack' will fire a missile weapon for the first few turns, if they have one and are in range
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  #5  
Old February 16th, 2007, 08:18 AM
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Default Re: Javelin throwing units

If only units with "guard commander" orders would fire when ennemies are in range ...
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Old February 16th, 2007, 12:25 PM

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Default Re: Javelin throwing units

In my experience the hold and attack with javelins does work so long as the enemy attacks right away and your javelin troops aren't too far back.

My main problem with javelins is that they are not very accurate and tend to hit your own troops. My pet peeve with shooters is when they continue to fire at very long range and kill your own troops after the enemy army is routed.
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  #7  
Old February 16th, 2007, 12:43 PM
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Default Re: Javelin throwing units

try using units with good armor and/or shields as your main force. Units with 10+ armor and equippend with shield won't take much damage from ranged attacks.

I usually have the heaviest infantry I can recruit set to hold and attack in the front, with fast units flanking set to hold and attack rearmost (or sometimes attack archers)

I often script my own archers to fire archers, as ennemy's archers or others ranged units are more likely to have less armor, or to have mages near them that a lucky arrow could kill. And while my archers fire at the opponent's, they don't fire into the melee.
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  #8  
Old February 20th, 2007, 11:03 AM

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Default Re: Javelin throwing units

I was talking about LI-type javelin infantry whose javelin is the main weaopn, not about HI-types (Ermor/Pythium) or cavalry or even Vans (who have javelins !).
And I use them as fodder for several battles as long as they survive (which is not that long).
I mostly play MP also.
Anyway if they behave better when scripted not scripted rather than scripted to Fire there is something weird in the Tac AI
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  #9  
Old February 21st, 2007, 02:26 AM

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Default Re: Javelin throwing units

Quote:
PDF said:
I was talking about LI-type javelin infantry whose javelin is the main weaopn, not about HI-types (Ermor/Pythium) or cavalry or even Vans
Generally speaking the difference between LI javlineers and heavy infantry is 3-5 gold and some resources. I will occasionally use LI javs to expand (Ctis, etc), but the units are going suffer heavy casualties against almost anything. Such units in my experience are best not used unless absolutely required for early expansion, as they are not very cost-efficient when you consider their casualty rate. If you like javs, go with Ermor/Py and mass them... most other races don't do it well enough.
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