View Full Version : Unit Difference Question
Roga Danar
05-14-2003, 06:06
I've searched the site, and couldn't find info on the following:
What is the difference (in the game) between a trebuchet and mangonel? The only difference I saw was size...even though the trebuchet can only be built in the high period and later, is it any better than the mangonel?
I assume that the culverin and semi-culverin are just for blasting the heck out of walls (or long range artillery). What is the serpintine for? Same thing? Is it any better than the culverin family?
Thanks http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
GoldenKnightX2
05-14-2003, 06:17
trebs are more powerful than mangonel, and it is the improved version of the mangonel. I don't know much about cannons thoguh http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
SmokWawelski
05-14-2003, 15:42
The simple mind of mine suggest that you get what you pay for: cheaper = weaker, higher tech = more dead guys http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
But to be serious, I also pondered the question of treb's and mag's...
Quote[/b] ]trebs are more powerful than mangonel, and it is the improved version of the mangonel. I don't know much about cannons thoguh
No, just the opposite. While every other stat (range, reload time etc...) is the same, the projectile stats text shows that mang. has a power of 250 and tre. 150. And it also wouldn't make sense if treb. was better because treb. requires sie. eng. guild whereas mang requires master sie. eng.
Serp. compared with culverins have less range, less velocity and less power.
Serpentines are anti personnel weapons more than asiege weapons. Artillery in MTW needs to be grouped and one battery should be of no less than 4 units of artillery to be effective. In team games you should I have tried 8 and that is a serious threat to the opposing forces.
As attacker, place serpentines forward with some protection and wait till they have inflicted some damage or forced the enemy to attack.
As defender place serpentines to the rear, far enough that they can shell the attackers while they engage your hand to hand to troops.
I found that in MP valor 3-4 artillery is most effective, florins permitting.
Artillery adds dignity to what would otherwise be a vulgar brawl.
Fire at will
Losfalos
05-15-2003, 03:32
I just tried using the trebuchet
and it wouldnt let me fire at enemies in the field
the cursor comes up with a bow and arrow
but with a red cross?
does this mean that trebuchets have a minimum range?
or that it was outside the maneuverable arc of fire of the fixed weapon?
if either, it seems to me that the catapault, with its ability to turn left and right seems to be better in non-seige battles?
It is because trebuchets cannot turn and they can only shoot directly to the area they are facing.
Oh and btw yes, I think they also do have a minimum range.
Affirmative. The catapult is better in non siege battles. Same principles as serpentine deployment apply, EXCEPT you should deploy them alwys to your rear as defender, engage the enemy some way off so that the catapults can still hit enemy troops. Otherwise the enemy will be within minimum range. As attackers catapults are not very useful due to their short range, only if the enemy chooses to attack you they can be useful.
last night I had a battle using artillery, 4 serpentines as attacker on flat desert map, summer. The defender attacked me. Each serpentine unit killed about avg 50 men. The artillery in MP can often freak an otherwise good player into making BIG mistakes. When faced by artillery armed opponent in MP it's important to maintain your cool.
SmokWawelski
05-15-2003, 15:06
...or a clear escape route http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
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