Connacht
08-02-2008, 16:28
After trying Fanatic's phalanx mod, I did some modifies on my original EDU that change some things (btw there isn't the aquilifer in the file on the bottom of the page and elephants and chariots are EB vanilla, I modified an original EDU not his one).
The fact is that, even if I like a lot his idea and his mod, the first times I noticed some Spartan hoplites that in 1vs1 managed to push inside a phalanx and break its formation. I don't know why this happened and if I was just unlucky but I still wanted to make some changes, searching a "compromise" between different strengths.
The features of my EDU are:
- hoplites have again the light_spear trait instead of spear, thus they still push but not as before
- some little adjustments in the hoplite defence values, that are still strong in the front because of the shield (but may be vulnerable to arrows, that ignore defensive skill values).
- new, I added the short_pike value to hoplites or hoplitical-based units that hadn't it, in example Sacred Bands or Dacian Phalanxs. However I didn't add it to Helvetii phalanxes and Alpine phalanxes.
- phalanxes have restored their high attack ratings.
- changed phalanx defensive values. They have more shield values, not so much armor, so they are even more stronger in the front. However I mantained low melee attack rates (I even decreased more some ones).
- some minor changes of little relevance and that have not much to do with the topic (i.e. Camillan Hastati a bit weaker, prices of phalanxes etc.).
I tested any change in the EDU file with some custom battles and, for now, it seems to go well (for now, I repeat).
Hoplites, when in a close formation, still behave very well against enemies. Some spearmen, like antesignani, alpine phalanxes, speutogardoz or Norici, had different results against them. Sometimes they won, when they surrounded a disorganized hoplite unit; sometimes they lost, when the hoplites remained in order and pressed their enemies. However they had something to say against phalanxes only when, in the confusion of the battle, the men drifted on the right and some soldiers were able to engage some few enemies on the flank - just like in reality a phalanx needs support and can't be always alone.
Swordsmen generally were able to defeat hoplites (but not so easily as cutting butter with a hot blade), but I also used only strong units like pheraspidai or Indian cults.
Cavalry may be able to do damage with a powerful charge, but it is always defeated when the melee continues.
The phalanxes seemed to work well. However, in my tests battles maybe were too long, in 1vs1 fights both the phalanx and its opponent were exhausted and still they had enough men to continue the fight.
Enemy infantry units (swordsmen, hoplites, spearmen) generally weren't able to get closer to phalangites, but if their men were enough and they weren't in guard position then the soldiers normally tried to surround the phalanx, thus entering in melee combat with few men on the flanks. There they managed to destroy the phalanx one man at once, as normal, unless they suffered too many casualties and routed before the phalanx.
I tried also some custom battles with phalanx armies against non-phalanx armies and I won with both sides.
I also tried an assault with phalangites without phalanx formation against enemy heavy infantry in order to test if phalangites, that have low attack values but a lot of shield, would be crushed too early or would surprisingly be able to defeat enemies. In my battle they lasted for some time (also thanks to their number) but then they wavered and then routed, however I should do many more tests against different types of infantrymen.
I don't know how the campaign will progress with the AI using these stats, anyway.
Right clic and save the file:
http://www.cbland.net/Connacht/export_descr_unit.txt
I'd like to have your opinion. If you think that it is balanced or unbalanced, if the game goes well or not, if there are some faults, if something should/must be changed.
So please tell me if these values work or they absolutely suck. :)
The fact is that, even if I like a lot his idea and his mod, the first times I noticed some Spartan hoplites that in 1vs1 managed to push inside a phalanx and break its formation. I don't know why this happened and if I was just unlucky but I still wanted to make some changes, searching a "compromise" between different strengths.
The features of my EDU are:
- hoplites have again the light_spear trait instead of spear, thus they still push but not as before
- some little adjustments in the hoplite defence values, that are still strong in the front because of the shield (but may be vulnerable to arrows, that ignore defensive skill values).
- new, I added the short_pike value to hoplites or hoplitical-based units that hadn't it, in example Sacred Bands or Dacian Phalanxs. However I didn't add it to Helvetii phalanxes and Alpine phalanxes.
- phalanxes have restored their high attack ratings.
- changed phalanx defensive values. They have more shield values, not so much armor, so they are even more stronger in the front. However I mantained low melee attack rates (I even decreased more some ones).
- some minor changes of little relevance and that have not much to do with the topic (i.e. Camillan Hastati a bit weaker, prices of phalanxes etc.).
I tested any change in the EDU file with some custom battles and, for now, it seems to go well (for now, I repeat).
Hoplites, when in a close formation, still behave very well against enemies. Some spearmen, like antesignani, alpine phalanxes, speutogardoz or Norici, had different results against them. Sometimes they won, when they surrounded a disorganized hoplite unit; sometimes they lost, when the hoplites remained in order and pressed their enemies. However they had something to say against phalanxes only when, in the confusion of the battle, the men drifted on the right and some soldiers were able to engage some few enemies on the flank - just like in reality a phalanx needs support and can't be always alone.
Swordsmen generally were able to defeat hoplites (but not so easily as cutting butter with a hot blade), but I also used only strong units like pheraspidai or Indian cults.
Cavalry may be able to do damage with a powerful charge, but it is always defeated when the melee continues.
The phalanxes seemed to work well. However, in my tests battles maybe were too long, in 1vs1 fights both the phalanx and its opponent were exhausted and still they had enough men to continue the fight.
Enemy infantry units (swordsmen, hoplites, spearmen) generally weren't able to get closer to phalangites, but if their men were enough and they weren't in guard position then the soldiers normally tried to surround the phalanx, thus entering in melee combat with few men on the flanks. There they managed to destroy the phalanx one man at once, as normal, unless they suffered too many casualties and routed before the phalanx.
I tried also some custom battles with phalanx armies against non-phalanx armies and I won with both sides.
I also tried an assault with phalangites without phalanx formation against enemy heavy infantry in order to test if phalangites, that have low attack values but a lot of shield, would be crushed too early or would surprisingly be able to defeat enemies. In my battle they lasted for some time (also thanks to their number) but then they wavered and then routed, however I should do many more tests against different types of infantrymen.
I don't know how the campaign will progress with the AI using these stats, anyway.
Right clic and save the file:
http://www.cbland.net/Connacht/export_descr_unit.txt
I'd like to have your opinion. If you think that it is balanced or unbalanced, if the game goes well or not, if there are some faults, if something should/must be changed.
So please tell me if these values work or they absolutely suck. :)