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View Full Version : Futtuwas versus Turcoman Foot



Kristaps
01-24-2003, 16:59
Saw a post in the main hall suggesting that these two units (futtuwas and Turcoman foot) are quite different to use and are nicely used in a combo. This arouse my curiosity. Maybe some experienced players would care to share their tactical secrets in using this combo. Thanks in advance

Basileus
01-24-2003, 17:10
Try to use their arrows at the start, then turcoman on hold position and i try to flank with futuwas after i have engaged in fighting with saracens etc

Kristaps
01-24-2003, 17:27
Why hold position? So they don't start skirmishing? For me, engage at will with missile units works better: the missile units at least turn to shoot enemies approaching from a wider range (according to the manual, units in 'hold position' do not turn to face approaching enemies).

Also, the suggested tactic does not seem to use one of the main strengths of the turcomans: their speed.

Basileus
01-24-2003, 17:31
my tactic is about breaking the enemy..i usualy put them on hold after they finished their arrows and only use futuwas on attack and defend with my turcoman..speed i use turcoman horse archers for that..you can do alot of stuff with them..i just explained my way http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Louis de la Ferte Ste Colombe
01-24-2003, 20:24
I have mixed feeling about Turcoman foot.

I use them to win missile duel, or rather to soak ennemy archer missile. they have a nice armor. Put them ahead of

After that, sure they are fast, so one can think they can be used as skirmisher or maybe flanker. Not so. Charge is 1. Melee is -1. Not likely to make a difference even flanking.
So, instead of skirmish / flanking, I use them as reserve to plug a hole against some sword attack from opponent. They won't win, but they can hold... But only so much (low moral). Fix a hole in your defense with them, but also make sure to save them before they start chain rout the whole army.
IMO, they would be useful without Fast and with 2 more morale.

Futuwwa. The opposite. Put them behind some wall (spear). Fire. Then flank. And charge.
IMO, they would be more useful being fast or with higher charge, and well maybe lower honor or no shield (if I have to give up anything for the sake of balance)

Louis,

A.Saturnus
01-24-2003, 21:37
Turcoman have attack -1 and def +2, that makes 1 in melee. With valour bonus from Anatolia, it`s 0 att and 3 def, makes 3 melee, Futuwwas have only 2 in melee and lower armor and no province with bonus. Futuwwas will kill enemies quicker in melee (especially charging) but will also die much faster. With the valour bonus, (especially if you have +v from master bowyer too) Turcoman can put up a fight against some lighter inf or spearmen. I use them as quick task force, if I need some inf at a hot spot. When the enemy tries to kill them, flank them with the Futuwwas.