Mightypeon
04-02-2007, 19:48
Hi there,
while this is not a real AAR, or a gameplay guide in the strictest sense I would nevertheless like to share my thoughts about the Sweboz campaign.
Preword:
First things first, I must confess I was utterly amazed by the amount of detail of the German provinces. The Amber route, the various sacred place and the individual tribes with unique units added a lot to my game.
1: What I did:
The Swebok stat with 1 province an a healthy amount of Men. Without changes, the economy will be dry after one turn.
Considering the fact that I am nearly completely broke, I intended to have as view casulties as possible.
I grouped my men into 3 armies. One conquering eastward (Gawjam Rukoz, Auscalis, Githaras Oscan, Seljum Pilis).
My second group quickly took Gawjam Silengoz. It then joined with the troops in the capital to take Gawjam Habukos, Gawjam Heruzkoz, Gawjam Hattos, Gawjam Kimbros and Gawjam Skandoz.
The fights went pretty smoothly after each of the amy reached a number of 3 family members. I usually let them take charges. They regenerate, the other unit do not. My Archers and Spearmen conserved themselves for a while, while my Cavalry number quickly dwindled.
Anyway, The German horses seem to be the worst bar none.
Going onwards, I conquered a large amount of neutral land, including Belgicae to the west and Tribus Basternae to the east.
I managed to get peace treatys with both Gaulish factions.
The Romans attacked me like 2 turns after I signed an Alliance with their Epirote enemies. I found this behaviour to be a refreshing change from the seemingly random AI declarations.
Another great thing I observed throughout the gme is the fact, that rebel brignads appear signiicantly less often than they used to in vanilla.
Considering that I hated fighting 3-4 rebel stacks per turn in Vanilla, this is a change I applaud to.
What I did not like is the lack of knowledge.
When I start building regional or general warrior homes, I have no idea what kind of units I could actually get later.
Some kind of help here would be very nice.
Would it be possible to give a player an overview on the units he could build in a province?
I think this would significantly increase the gaming experience.
And now lets start with some less founded criticism.
To put it simply, the next part is about internal balance of the German units.
This is more an idea than a complain, considering the incredible amount of units, I was amazed by the level of balance achieved by the team.
I also had some problems with what I perceive as internal imbalances in the German army.
I found that Klumbakarlos (German Club Man) are completely redundant.
They cost about as much as Fraemeharjoz(German heavy Spears), and are worse in every single aspect. Lower stats, no Spears, even lower unit size.
The other units had clear and defined roles (levy Spears for Garrison duty, Skirmishers for Ambushing, Archers for ehm Shooting etc.) however, Club man cant do anyhting that heavy Spears could not do better.
My suggestions would be: A) increase size, B) significantly decrease cost and upkeep C) Maybe bring back war cry.
I would also like to see some High end German units.
Right now, my endgame armies look like my early game armies with some Mercenary riders thrown in and better weapons/bonus chevrons etc.
What I think is historically incorrect is the pathethic german Cavalry.
Historically, Caesar made great use of German mercenary Cavalry units in his Gaullish wars, where they proved to be significantly better than their Gaullish equivalents.
Especially the Uebian Cavalry was famous for that.
If a general Tier 3 German Cavalry is impossible, than what about adding them as special troops in noawdays Baden-Würtemberg (Should be around Vendilicopodus)?
Maybe make them a Medium Cavalry that causes fear in horses.
while this is not a real AAR, or a gameplay guide in the strictest sense I would nevertheless like to share my thoughts about the Sweboz campaign.
Preword:
First things first, I must confess I was utterly amazed by the amount of detail of the German provinces. The Amber route, the various sacred place and the individual tribes with unique units added a lot to my game.
1: What I did:
The Swebok stat with 1 province an a healthy amount of Men. Without changes, the economy will be dry after one turn.
Considering the fact that I am nearly completely broke, I intended to have as view casulties as possible.
I grouped my men into 3 armies. One conquering eastward (Gawjam Rukoz, Auscalis, Githaras Oscan, Seljum Pilis).
My second group quickly took Gawjam Silengoz. It then joined with the troops in the capital to take Gawjam Habukos, Gawjam Heruzkoz, Gawjam Hattos, Gawjam Kimbros and Gawjam Skandoz.
The fights went pretty smoothly after each of the amy reached a number of 3 family members. I usually let them take charges. They regenerate, the other unit do not. My Archers and Spearmen conserved themselves for a while, while my Cavalry number quickly dwindled.
Anyway, The German horses seem to be the worst bar none.
Going onwards, I conquered a large amount of neutral land, including Belgicae to the west and Tribus Basternae to the east.
I managed to get peace treatys with both Gaulish factions.
The Romans attacked me like 2 turns after I signed an Alliance with their Epirote enemies. I found this behaviour to be a refreshing change from the seemingly random AI declarations.
Another great thing I observed throughout the gme is the fact, that rebel brignads appear signiicantly less often than they used to in vanilla.
Considering that I hated fighting 3-4 rebel stacks per turn in Vanilla, this is a change I applaud to.
What I did not like is the lack of knowledge.
When I start building regional or general warrior homes, I have no idea what kind of units I could actually get later.
Some kind of help here would be very nice.
Would it be possible to give a player an overview on the units he could build in a province?
I think this would significantly increase the gaming experience.
And now lets start with some less founded criticism.
To put it simply, the next part is about internal balance of the German units.
This is more an idea than a complain, considering the incredible amount of units, I was amazed by the level of balance achieved by the team.
I also had some problems with what I perceive as internal imbalances in the German army.
I found that Klumbakarlos (German Club Man) are completely redundant.
They cost about as much as Fraemeharjoz(German heavy Spears), and are worse in every single aspect. Lower stats, no Spears, even lower unit size.
The other units had clear and defined roles (levy Spears for Garrison duty, Skirmishers for Ambushing, Archers for ehm Shooting etc.) however, Club man cant do anyhting that heavy Spears could not do better.
My suggestions would be: A) increase size, B) significantly decrease cost and upkeep C) Maybe bring back war cry.
I would also like to see some High end German units.
Right now, my endgame armies look like my early game armies with some Mercenary riders thrown in and better weapons/bonus chevrons etc.
What I think is historically incorrect is the pathethic german Cavalry.
Historically, Caesar made great use of German mercenary Cavalry units in his Gaullish wars, where they proved to be significantly better than their Gaullish equivalents.
Especially the Uebian Cavalry was famous for that.
If a general Tier 3 German Cavalry is impossible, than what about adding them as special troops in noawdays Baden-Würtemberg (Should be around Vendilicopodus)?
Maybe make them a Medium Cavalry that causes fear in horses.