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Servius
08-09-2003, 18:40
When you're in a battle and you hit F1, a screen comes up that gives you all sorts of numerical data about the troop types in your army. It's the same data in that snazy utility by Clan Berserk. Anyway...

I can understand all the special variables (Bonus vs. Armored Troops, Bonus vs. Cavalry, etc.) save one, the Shield Bonus. What does this impact?

I got that it adds a bonus to Defense and Armor, but is this bonus always on, or does it only come into play if the unit is under missile fire, or what?

Lastly, the completely unrelated desert combat questions:

1) In the High age, what's the best anti-cav units for desert fighting? I'm not liking the performance of my Halberds and am thinking of going back to Italian Infantry (less armored = don't tire so quickly and II > Saracen Inf)

2) In the High Age, what's the best swordmen for desert fighting? I've been using Chivalric Men-at-Arms, but (for the same prob with Halberds) I'm thinking of substituting in Highland Clansmen or Gallowglasses. What do you think?

3) I've been using Mounted Seargents as my desert cav, but am considering trying Feudal Knights. Chivalric Knights tire much too quickly. What European cav do you all think is best for desert fighting?

Guthwyn
08-10-2003, 05:27
I'll do my best:

Shield bonus: I'm pretty sure this applies only to your defense to missile fire. Someone else will correct me if I'm wrong, but I'm pretty sure that's the advantage (that's one reason why people like pavise arbalesters).

Some of these answers would really be opinions:

I do know that Armor of 4 is the most that you want on a desert unit.

If you plan to do alot of desert fighting, you may want to have one province make good troops without armor upgrades.

1. I had good luck with feudal seargants (yeah, keep using them on High for desert work). Swiss halbs are good, too (but unlikely to have). I've heard people say billmen are good, too. Not sure about their armor level.

2. Gallowglasses and H.C.s sound like a good idea; I've heard them recommended for desert work. When I can, I like to have three units of clansmen in each army, and let them act as a flanking group.
3. My feudal knights could last for a little while, but they get exhausted pretty quick, too. Decent valor mounted sgts. would be my next bet. If you have access, Jinettes are ideal for desert work, and hobilars could be used for light work.

Not to be corny, but if you love the game, I'm sure you'll find some combination that makes you happy.

Have fun,

Guthwyn

Servius
08-10-2003, 06:55
yeah, I can defend really well but the computer always seems to attack better than I do, so I let the comp do it.

Even with heavy armor troops in the desert the comp still beats the pants off the poor muslims. But the few times I've wanted to do the attacking personally, and in several tough defensive actions, I've had my Halbs poop out on me.

Here another question though: Do armor upgrades also weigh down units, making them tire quicker, or just the natural armor stat for the unit type?

Darkchampion
08-10-2003, 14:35
Shields increase your armor value and help a lot vs missle fire. Most shield bonuses do not apply in melee combat unless it is a smaller shield (like the shields nubian spearmen use) but really the main advantage is the missle resistance.

ichi
08-10-2003, 16:50
Quote[/b] ]1) In the High age, what's the best anti-cav units for desert fighting? I'm not liking the performance of my Halberds and am thinking of going back to Italian Infantry (less armored = don't tire so quickly and II > Saracen Inf)

2) In the High Age, what's the best swordmen for desert fighting? I've been using Chivalric Men-at-Arms, but (for the same prob with Halberds) I'm thinking of substituting in Highland Clansmen or Gallowglasses. What do you think?

3) I've been using Mounted Seargents as my desert cav, but am considering trying Feudal Knights. Chivalric Knights tire much too quickly. What European cav do you all think is best for desert fighting?

1) For Catholics, high valor spearmen do OK. Just remember not to add armor, but adding weapons doesnt hurt. There are several upgrades on this theme, using Swiss Pikemen (again, no armor). The best solution I have found (as Catholic) is to use mercs: Nubian Spearmen, Saracen Inf, and surprisingly, Murabitins.

2) Vikings, juiced up a little (dont forget to take extra water)

3) Alans, Byz Cav, Kats, Khwarazmian, maybe Boyars, Steppe, Turcopoles (the only reason to ever be French IMHO), Szekely.

As important as which type of unit is the upgrades, and then how they are used. Just standing in the summer heat takes a toll, so don't delay (like taking a bunch of archers/xbows and waiting for the archer duel to end). Never run. Minimize the distance travelled and avoid steep hills.

Th

ichi

Hamburglar
08-11-2003, 03:46
QUOTE: 3) Alans, Byz Cav, Kats, Khwarazmian, maybe Boyars, Steppe, Turcopoles (the only reason to ever be French IMHO), Szekely.


The Germans get Turcopoles too. I actually think they have faction advantage on them where they get them at a cheaper price in the campaign game. Sorry French. Still no reason http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Darkchampion
08-11-2003, 08:09
There's are great reasons to be french

1) you can recruit +1 valor peasants from the start. l337 http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
2) you are surrounded by countries who will invade you
3) you get no unique units
4) you can recruit better chivalric (foot) knights

But really I play them for the challenge they provide http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Kraxis
08-11-2003, 18:43
Seems I have to correct a few things here. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Shields:

There are several shieldtypes and various modifiers to these.

There are Large, Small, Cavalry and Pavise Shields. The Large Shields add +2 to defense and +2 to Armour, Small and Cavalry Shields add +1 to each and Pavises add +3 to Armour ALONE All shields only protect the front (I have seen some evidence that they protect the flanks as well so bear with me here).
Some units like the Varangians have a Large Shield, but they have a 0.5 modifier on that and it is not used in melee, so it adds +1 to Armour. Hospitaller Foot Knights have a Large Shield as well but have a 0.0 modifier and thus it has no effect at all besides looks. In general units that are above Armoured level (chain mail and noremally armour 3 for infantry and armour 4 for cavalry) have lost the total benefit of the shield. Thus Chivalric Knights do have a shield, but since any decimals to melee stats are rounded down they only get +0.5 to Armour.

Shield bonusses are always shown as added to the stats in the F1 screen.

All Catholic factions can train Turcopoles.

Kats, Khwarazmians and Boyars are bad choices in the desert as they are simply too heavily armoured. Feudal Knights and Byz Cav are the limit.

Oaty
08-12-2003, 05:30
I remember reading a post quite a few months back that someone had said that certain unit(s) throw there shield on there back when engaged in melee and actually gave them a plus defense against arrows coming from behind.

Kraxis
08-12-2003, 12:39
Varangian and Huscarles does that (though it can be hard to determine that for the Huscarles), and I think Early Varangians (not in the game per se) and the Swabians does it too, but I haven't tested it.

But while the graphics show the shield in the back, we just can't be sure it actually protects the back. Everything we hear is that shields protect the front, no mention of those special backpackers. Thus it can only be speculation when one says it protects the back. It would make sense though, but I have found nothing that can back that up.