Thread: Tactical post
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Old 04-25-2008, 08:38 AM
mitra mitra is offline
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Join Date: Mar 2008
Location: Milano
Posts: 668
Default First observations

Skirmishing phase:

- distance: respect to TW series, the missile have little or nothing effect to long distanc; they can only cause wounded to no-armoured units. They start to cause dead to no armoured units at medium distance, and to heavy units only at short distance and not frontally (i suppose for the shield presence). Also the unit density change the missile effect. So respect the TW games here the skirmish has to be made very close.

- Take the higher ground permit to defend better or attacker better against/with the missiles units.

- run to hit the archers: the classical TW tactics against the archers, launch a light cavalry to attack them, is not a good idea. The moral of no-knight cavalry can collapse very rapidly if run without support, and under short distance missile fire. Better use it in more intelligent modality.

- cavalry archers: the cavalry archers can be very useful to hit the heavy cavalry charge on the flank, and to destroy the army cohesion. If pursued she caused much damage. But to hit with efficiency she must go very close (or over a high terrain), and so she can be hit be foot archers or can be taked by a counter-charge. That because in the game the cavalry in movement changes direction with a U movement of all the unit (very realistic and correct thing), not with a turn of the front of the single man, so the time to run is shorter respect to TW.
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