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Crimson Castle
02-02-2004, 05:58
Hello,

Should one allocate money for valor or armor or weapons?

I have been tending to push the money toward valor and weapons for my units and less for armor.

Cheers,

cc

Kongamato
02-02-2004, 06:26
Go for armor when buying units for a missile duel.

For infantry and non-Knight cavalry, go for valour.

If you are going to upgrade Knights, I suggest a weapons upgrade.

Crimson Castle
02-02-2004, 19:19
Quote[/b] (Kongamato @ Feb. 02 2004,04:26)]Go for armor when buying units for a missile duel.

For infantry and non-Knight cavalry, go for valour.

If you are going to upgrade Knights, I suggest a weapons upgrade.
Interesting.

I tend to allocate more money toward varlor an weapons for the archer units. ifigure - well the blokes are rather redundant once they use up their arrows so why bother armoring them...

Kongamato
02-02-2004, 19:35
Armoring them allows them to compete in a missile duel and survive. Unless you are talking about melee-first archery units like Janissary Infantry, it is not a good idea to give archery units weapons and valour. It is not economical to spend that much on them just to watch them die in a missile duel.

Dionysus9
02-02-2004, 20:09
A valor upgrade costs 1.7 times the base cost and gives you +2 morale, +1 attack, and +1 defense.

An armor upgrade costs 1.38 times the base cost and gives you +1 defense and +1 armor.

A weapon upgrade costs 1.37 times the base cost and gives you +1 attack.

So with valor you get +2 net bonus to combat ability as well as +2 morale, for less than the cost of 2 weapon/armor upgrades.

i.e. go with valor unless you are creating a "special use" unit and are willing to pay for it (like v0a3 pavs, or v0w2 chivknight)

I'm pretty sure the cost numbers I've given are correct, but Yuuki can confirm/correct them.

Crimson Castle
02-04-2004, 02:10
Hmmm.. looks I have been making a big mistake by not armoring my archers units. http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif

But what about armouring the light calvary units. Does armor slow them down?

I tend to allocate valor and weapons to the light calvary units because I want them to disengage quickly.

LadyAnn
02-04-2004, 02:53
Armor doesn't affect the speed of cavalry in the game. It represents perhaps better metalurgical skills: higher priced armor are better made, not heavier.

Armoring missile units may be a good idea because armor upgrade affect survival chance against missiles. A key way to win missile war.

However, it may be a mistake to go for valor or weapon or armor alone. You need to take into account the workable morale level (which is 6 to 8 or higher), that means you need to upgrade your units in valor enough to have them decent morale.

Annie

Louis de la Ferte Ste Colombe
02-04-2004, 05:23
Quote[/b] (Crimson Castle @ Feb. 03 2004,20:10)]I tend to allocate valor and weapons to the light calvary units because I want them to disengage quickly.
If *cough* by disengaging quickly you mean *cough* routing *cough*, you can always rout on purpose, without waiting for your light cavalry to rout because of low morale.

It's easy it's the big white flag, the one I always mistake with grouping http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif

http://www.totalwar.org/forum/non-cgi/emoticons/wacko.gif

Louis,

Mithrandir
02-04-2004, 10:54
Press G smurf http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Crimson Castle
02-04-2004, 14:41
Yeah sure press the route button. But what happens when they don't stop?

I've done that several times and the calvary simply high-tails it out of the battlefield.

And yes I have tried pressing the rally button but wasn't on at the time. http://www.totalwar.org/forum/non-cgi/emoticons/gc-juggle.gif

alioven
02-04-2004, 18:17
As said, above, armor won't affect the speed of your units. Be aware, however, that it affects the rate at which they get tired, specially in desert games (don't talk about sand desert and summer hehe). However, in the typical games it wouldn't bother you too much, anyway.

Dionysus9
02-05-2004, 20:30
Quote[/b] (Crimson Castle @ Feb. 04 2004,07:41)]Yeah sure press the route button. But what happens when they don't stop?

I've done that several times and the calvary simply high-tails it out of the battlefield.

And yes I have tried pressing the rally button but wasn't on at the time. http://www.totalwar.org/forum/non-cgi/emoticons/gc-juggle.gif
Yup-- fast moving cav (esp. alans) will sometimes rout-out instead of rallying. We discussed this somewhat at length and came to the shaky conclusion that there may be some kind of random factor involved in morale recovery.... you could probably search this forum for the thread.

Gregoshi
02-05-2004, 22:23
New patron Pox posts the following from the Entrance Hall:

-----

Quote[/b] ]Yeah sure press the route button. But what happens when they don't stop?

I've done that several times and the calvary simply high-tails it out of the battlefield.

And yes I have tried pressing the rally button but wasn't on at the time.

To disengage units try CTRL + W to Withdraw followed by Halt. They will run in the opposite direction for a bit but not in a panic as they do when you order them to rout. You have a much better chance of them not running off the field that way. Note if their morale is low when you order them to withdraw then they might auto-rout on you, but then you are just back to where you were before I gave you this tip http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

Page_Pox
-----

Dionysus9
02-06-2004, 00:24
Hey, get that guy in here-- he knows what he is talking about

Thanks Pox.

Tempiic
02-06-2004, 13:21
Only problem with withdrawing is that it doesnt tend to work as well when the enemy unit you are fighting against is in between your unit and your original starting point... as the unit tends to withdraw to the edges of your starting deployment zone... Sometimes it means they withdraw to run straight into the enemy unit...

Louis de la Ferte Ste Colombe
02-06-2004, 14:38
On a straight 1unit v 1unit, I prefer autorouting...

If I have a unit holder, and can get sure I won't get routed by pursuer, then withdrawing turn out better.

Louis,

Lord Rom
02-06-2004, 15:23
I've really quit using the control-w and gone back to double-clicking, I just try to disengage about the same time my charge bonus is up after that it tougher to get out of the entanglement.

Brutal DLX
02-06-2004, 16:09
Yes, Alt-w doesn't seem to work that well anymore in 2.01. Perhaps associated to the swiping fix.

Pox
02-22-2004, 19:29
Thanks for those tips on my tip http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Re: CTRL + W

I had noticed that the unit sometimes ran off in an "odd" direction but did not know why until now. Seems it heads toward the edge of the map where your army originally deployed when you first landed on the battle map. Depending upon your orientation later in the battle, that is usually not a good direction for your unit to run Plus, you need to always remember to give the unit another command, otherwise it will keep marching right off the map http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

I'm going back to frantically clicking the map behind my unit in the direction I want it to run.

Cheetah
02-22-2004, 21:01
Hello Pox, it is nice to see you here http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

I am using the ALT+left click behind the given unit. Of course it might not work all the time, it depends on a variety of factors: whether it is cav or inf, fighting vs cavs or inf, whether I have more than 1 units fighitng vs the same enemy unit, whether my unit is impetous or not, etc. Sometimes the best choice is not to withdraw but let the unit fight and die. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif