View Full Version : Withdraw or Rout
Not sure which 1 works best?Does it really make a difference.....If u withdraw u must stop ur units before they leave the map!!
With rout u must rally these men...
Any insight on this?
Do they run faster in rout?
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Shoko Emperor
Die by the Sword
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Okay this is a tactic that few use, it's quite uncommon, only in some occasions it's used.
Use withdraw not rout! Routing would lower the morale of your men and thus you may just chuck off a whole game. http://www.totalwar.org/ubb/smile.gif
There is a tactic using routing though, very subtle, used only by few. http://www.totalwar.org/ubb/wink.gif Get a CA behind some muskets, rout the CA, when routing the CA will run where it was originally deployed - it would hit the musks while running away and kill many of them! http://www.totalwar.org/ubb/biggrin.gif
Tera
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Yeah. With "withdraw" you can still reorganize your troops and make them stop since they don't the rout flag showing. With "rout" you need to "rally" them first to reorganize.
Catiline
09-19-2001, 09:02
THat sounds TOO much like therout bomb Tera http://www.totalwar.org/ubb/biggrin.gif
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Oderint dum metuant
Hiroshi-O'Duff
09-20-2001, 20:47
However, in the new version of the game, routing through the enemy doesn't seem to have the same effect... In my experience, routing is MUCH less painful on the enemy than it was in the original Shogun.
It used to be that enemies routing through me (especially Monkeys) would decimate my troops. Now, it seems all you need to do is make sure you have the troops blocked, and you lose almost NOBODY.
I've killed two COMPLETE sets of routing monks with three units of Yari Samurai, only losing about ten total samurai.
Duff
If you must choose, ALWAYS chose the rout option... especially if you are playing me... in a title game with winner taking millions home... http://www.totalwar.org/ubb/biggrin.gif
TheLordofWater
09-21-2001, 06:54
rout is unorganized sprint\ing withdraw is organineg marching
Murmandamus
09-21-2001, 12:13
I love the fact that routing unit's no longer gain super powers. I usually try to get around the enemy or at least position some units so that when they route they have to go through my army. Far better than having them flee into the castle or a neighbouring province where you have to fight them again.
Quote Originally posted by Murmandamus:
I love the fact that routing unit's no longer gain super powers. I usually try to get around the enemy or at least position some units so that when they route they have to go through my army. Far better than having them flee into the castle or a neighbouring province where you have to fight them again.[/QUOTE]
If you 1. rout your units and 2. click on them as they flee and hit CTRL-R, they will flee FASTER, and gain a charge bonus along the way!
Murmandamus
09-22-2001, 07:27
Sounds like cheating to me Vanya :-)
Vanya u pullin my chains http://www.totalwar.org/ubb/wink.gif
One of the great things with the latest changes was the fact that routing troops no longer get the charge bonus which made them so damned dangerous. I have never tried what Vanya said???
Now you only have to worry about getting your troops in the way of the AI troops after you initially rout the first 16 units and you can wipe out entire units for no/little losses.
A game last night I spread my archers out in a long thin line and put them on hold position/engage at will and watched about 1500 units try and get through them and the other Yari's just beside them. Pretty boring really but it meant I did not have to face them the next time.
Major Robert Dump
09-24-2001, 13:03
The rout trick ABSOLUTELY POSITIVELY DEFINITELY DOES NOT WORK in MI....routing troops dont do anything worthwhile unless u have the troops they are going thru already engaged (and therefore stuck with their back to your routing units)....just routing them thru some open lines doesnt do anything, and youd be much better off actually trying an attack with the unit and letting it rout on its own
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